Yes, just one plane for the sea with four layers of textures on it.
Tell you what, I'll cut out the part with the water getting transparent close to terrain. Let's just focus on that moving effect (I assume that's what you're interested in?).
Create a plane. Set it's entity blend mode to 1.
Below is the base water texture. This goes on the plane as layer zero.

The next two below go on layers 1 and 2. They look black but look carefully, they're just really dark.


Set the texture blend mode to 3 for these last two textures.
I scaled these textures up to suit my game world. This might be too big for you, but I'll say what I used to give you an idea of their relative sizes.
The base water texture was scaled to 1500,1500. The other two were scaled to 10000,10000.
You'll notice the last two textures are identical. One can just be a copy of the other, rather than loading two in. I just havn't done optimising Drop Fighter yet :D
After all that, just use positiontexture with an increasing offset to keep moving the two similar textures in opposite directions. Also, make the two more different in some way, just to break it up more.
I've gone through my code and picked out the salient parts, I don't htink I missed anything. Tinker round with it, you'll get it to work.
Tell you what, I'll cut out the part with the water getting transparent close to terrain. Let's just focus on that moving effect (I assume that's what you're interested in?).
Create a plane. Set it's entity blend mode to 1.
Below is the base water texture. This goes on the plane as layer zero.

The next two below go on layers 1 and 2. They look black but look carefully, they're just really dark.


Set the texture blend mode to 3 for these last two textures.
I scaled these textures up to suit my game world. This might be too big for you, but I'll say what I used to give you an idea of their relative sizes.
The base water texture was scaled to 1500,1500. The other two were scaled to 10000,10000.
You'll notice the last two textures are identical. One can just be a copy of the other, rather than loading two in. I just havn't done optimising Drop Fighter yet :D
After all that, just use positiontexture with an increasing offset to keep moving the two similar textures in opposite directions. Also, make the two more different in some way, just to break it up more.
I've gone through my code and picked out the salient parts, I don't htink I missed anything. Tinker round with it, you'll get it to work.