Well, here is a ocean water shader that Steempipe and I converted (but Steempipe did most of the work :P). Okay here are the pics:
Picture 1
Picture 2
The Shader
Constants and what they do:
Vertex Shader Constants
v0 - Vertex Position
v3 - Vertex Normal
v7 - Vertex Texture Data u,v
v8 - Vertex Tangent (v direction)
v5 - Wave Height Scale
c0 - { 0.0, 0.5, 1.0, 2.0}
c1 - { 4.0, .5pi, pi, 2pi}
c2 - {1, -1/3!, 1/5!, -1/7! } //for sin
c3 - {1/2!, -1/4!, 1/6!, -1/8! } //for cos
c4-7 - Composite World-View-Projection Matrix
c8 - ModelSpace Camera Position
c9 - ModelSpace Light Position
c10 - {fixup factor for taylor series imprecision, }
c11 - {waveHeight0, waveHeight1, waveHeight2, waveHeight3}
c12 - {waveOffset0, waveOffset1, waveOffset2, waveOffset3}
c13 - {waveSpeed0, waveSpeed1, waveSpeed2, waveSpeed3}
c14 - {waveDirX0, waveDirX1, waveDirX2, waveDirX3}
c15 - {waveDirY0, waveDirY1, waveDirY2, waveDirY3}
c16 - { time, sin(time)}
c17 - {basetexcoord distortion x0, y0, x1, y1}
c18 - World Martix
Enjoy!
PS: If the link doesn't work right click on them, properties, copy the url and paste it to your browser
EDIT: Fixed some broken links