@yang71 said:
The tick is that I don't know precisely where the ripple will occur...
A normal map would probably make it; however, how could I animate it, or even offset it ?
Btw, I have absolutely no idea of what a shader is made of…
A basic version would not be hard. And you get to jump into the deep and wonderful (and frightening) world of shader creation. 
Copy Unshaded.j3md, Unshaded.vert, and Unshaded.frag to your own shader name. Maybe (in your project), assets/MatDefs/Water.j3md, Water.vert, and Water.frag. The originals live here: http://code.google.com/p/jmonkeyengine/source/browse/#svn%2Ftrunk%2Fengine%2Fsrc%2Fcore-data%2FCommon%2FMatDefs%2FMisc
Edit Water.j3md to refer to your vertex and fragment shaders. Also, to the world parameters for the first technique add Time. It will then look like:
[java]
WorldParameters {
WorldViewProjectionMatrix
Time
}
[/java]
To Water.frag, near the top add the float g_Time uniform.
Replace this line:
[java]color *= texture2D(m_ColorMap, texCoord1);[/java]
With something like:
[java]color *= texture2D(m_ColorMap, texCoord1 + vec2(g_Time, 0.0));[/java]
Now if you use your j3md instead of the Unshaded one, your texture should slide right (pretty fast probably). Scale the g_Time value of the vec2 down to achieve a slower rate.
That’s the basics. Once you’re in you can do more complicated things like sampling the texture twice at two resolutions and multiplying them together.
Like, add a second line after the one above:
[java]color *= texture2D(m_ColorMap, 0.1 * (texCoord1 + vec2(g_Time, 0.0));[/java]
Presuming your texture already repeats across your quad that should result in little waves on top of 10x bigger waves. Vary the g_Time scaling for each one and you should get a pretty neat effect. It may even be ok as is if you slow them both down. That is the bottomless pit of shader tweaking. 
…without adding extra quads to your scene.