Here's the final .vmt (I edited it a little bit so you can use it on brushes and it's aligned vertically to the texture movement.
"Refract"
{
"$scale" "[1 1]"
"$refractamount" "0.5"
// "$refractamount" "0.0"
"$refracttint" "{181 236 250}"
"$reflecttexture" "_rt_WaterReflection"
"$reflecttint" "[1 .95 .85]"
"$reflectamount" "0.75"
"$envmap" "env_cubemap"
"$envmaptint" "{181 236 250}"
"$bluramount" "0.2"
"$dudvmap" "dev/water_dudv"
"$normalmap" "dev/water_normal"
"$surfaceprop" "water"
"$bumpframe" "1"
"$nocull" "1"
"Proxies"
{
"AnimatedTexture"
{
"animatedtexturevar" "$normalmap"
"animatedtextureframenumvar" "$bumpframe"
"animatedtextureframerate" "25.00"
}
"TextureScroll"
{
"texturescrollvar" "$bumptransform"
"texturescrollrate" .8
"texturescrollangle" 270
}
}
}
Remember to buildcubemaps or the texture would look weird (strange blue colours).
For the foam, I could put a foam material inside (there's one made by mapper shirokko which I used on cp_pirate_island) , so It would look like refracted foam. And maybe some particle waterfall effects (which are already made by Valve but I never get it working

)