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.

Ripples.zip (45.4 KB)