I just changed Out.Bump = (float2(IN.Bump.x+cos_x, IN.Bump.y+sin_y)* RippleScale)*0.2;
to
Out.Bump = (float2(IN.Bump.x+cos_x, IN.Bump.y+sin_y)* RippleScale)*2.2;
.
Now I have more ripples, but what should I change, that the water moves slower (its very fast;D).
Thanks, Reaver.