I like the water shader from the three.js example
Unfortunately, I have found that the shader is unsuitable if you assign it a spherical geometry. the shader only seems to make sense if all normal vectors are the same. who knows a similar solution that also works for curved surfaces?
Reflector and the shader in the ocean example both work only on flat surfaces (since they use just usual cameras for rendering the reflection, instead of rendering it to a cube map.)
It may be kinda simpler to just take the dynamic reflections example - and put one or two scrolling normal maps / displacement maps on the sphere material there - as to simulate waves on the surface of the sphere.
As i already thought, the water example only works with flat geometries. But your suggestion sounds good. I’ll take a look at that now