Last view on the current terrain shader. Also polished water (frequency is defined by underwater height: far from shore = more movement)

Before the big rewrite.

@w84death looks better (the water) and yes the depth of water is related to the waveheight and speed and frequence but far more complex that you can put it in an easy algorythm.
For your rivers it's optical nice as it is now.
But for open waters like sea the waves on the shore would be too little, there the waves get bigger as they go on shore and they get slower ( same energy; slower => height goes up)...

@Krzysztof Jankowski
Water-shaders can be tricky. There was actually an interesting technical discussion on them over at the 0 A.D. forums:

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