Yes i have, i've been testing it for a bit and i've found that valve's vmt for these textures is nature/water_movingplane and nature/water_movingplane_beneath (in which they've also introduced a _beneath texture)
But i've found valve's vmt's buggy because it misses the fog parameters in the .vmt's and so the console drops countless warnings about them missing when its supposed to be rendered, i'm saying it like this cuz apparently its not all the time... the fog appears to only work when inside the water brush:
http://i66.tinypic.com/2yv76ls.jpg
It also seems to have some lightning issues(i'm also sorry for the nightmare fuel in the background... it's also not supposed to be there but in the center of the water so it must have wanted to escape):
http://i64.tinypic.com/14wun1g.jpg
http://i66.tinypic.com/29ktgdk.jpg
these lightning issues seem to be mostly caused by having lights get on the water directly, the glass i put on the other sides was fine either way
idk if this is standard water behavior but projectiles get their trajectory altered upon entering this water, otherwise bullets dont even pierce the surface
it doesn't look very pretty even tho it's interactive with splashes and everything, theres none of the animation that the wiki page promised.. maybe there's a fix by playing with the vmts or by using flowmaps or texturescroll like how the old cs_militia water used to use