Procedural Ripple Tex

uniform sampler2D dist;
uniform float offset;
uniform float waves;

void main() {
vec3 textureSample = vec3(texture2D(dist, vec2(gl_TexCoord[0])));
vec3 textureSampleB = textureSample + offset;
gl_FragColor = vec4(((sin(textureSampleB*waves)+1.0)/2.0)*pow(textureSample.x,2.2), 1.0);
}

Usage:

1) Bump: Vray Color2Bump → VrayGLSLTex (Above Code) → Vray Distance Tex

2) Animate the “Phase” and set how many ripples you want.
.gif.gif
Ripples.zip (45.4 KB)

Cool!
Does that work in RT GPU also?

looks really cool!
Thanks for sharing =D