The issue some people are getting is that earlier generation(Nvidia only?) cards don't support linear interpolation of vertex textures, I've read some info about it online as well as a way to get around it, but the fix is a bit annoying to implement, it involves manually calculating the blending which is annoying to implement in my demo, so good luck

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Quote: "Will you try to make it possible to see through the water next?"
You can do this yourself you know, shaders are just text files! Not 128 bit encrypted lists of asm instructions that need to be viewed through special glasses to read. Look at line 126, the 1.0f at the end is 100% alpha, you can change this to 0.5f or something for very basic transparency, just make sure in DBPro you set the object's transparency to mode 2 or something.
Quote: "Maybe add some dimming so it's harder to see the bottom depending on depth."
If you mean make it so objects in the water get darker the deeper they are then that's not so straight forward, in Source all the reflective/refractive(or expensive as they call it, I think) water is on a flat surface so shading objects based on depth is very easy, you just sample the depth and dim it by whatever scale you want. But because this water isn't flat you can't do such a linear approach, the easiest(though not always accurate) way would be to first do a depth pass of the scene without the water, then in the pixel shader you sample the distance between the water's pixel and the depth of that pixel from the depth map and set the alpha accordingly. But this is a bit beyond the scope of what I intended to make :p.