Ok I kinda fixed my problem on my own. I also used a different water shader I found. But what i need help now is how to make the water bobble up ad down. You know like waves and such here is my code.
`Set screen resolution
set display mode 800,600,32
`Hide loading and lock frame rate
sync on
sync rate 75
sync
`Load effect
load effect "WaterEffect.fx",1,0
`Set effect wrap values
set effect constant float 1,"U",10.0
set effect constant float 1,"V",10.0
`Texture map
load image "water0.bmp",1
`Normal map
load image "waves.bmp",2
`Make plain
make object plain 1,100,100
`Apply textures
texture object 1,0,1
texture object 1,1,2
`Apply shader
set object effect 1,1
`Make horizontal
xrotate object 1,90
sync
`Start the loop
do
`Control Camera
cr#=0:cf#=0
if rightkey()=1 or KEYSTATE(32)=1 then cr#=-4
if leftkey()=1 or KEYSTATE(30)=1 then cr#=4
if upkey()=1 or KEYSTATE(17)=1 then cf#=4
if downkey()=1 or KEYSTATE(31)=1 then cf#=-4
ncr#=curvevalue(cr#,ncr#,5)
ncf#=curvevalue(cf#,ncf#,5)
cx#=cx#+mousemovey()*0.2
cy#=cy#+mousemovex()*0.2
if cx#>80 then cx#=80
if cx#<-80 then cx#=-80
ncx#=curveangle(cx#,ncx#,2)
ncy#=curveangle(cy#,ncy#,2)
move camera ncf#
rotate camera 0,wrapvalue(ncy#-90),0
move camera ncr#
rotate camera 0,wrapvalue(ncy#+90),0
rotate camera ncx#,ncy#,0
`Make water move
scroll object texture 1,0.0001,0.0003
`Update screen
sync
`End the loop
loop
gm07