Guys, I took a look at both of your scenes.
Jordan, I really like the tidied up stuff. No node mess until you open up the sphere's network. Cool.
But I found that there is a Multiply scalar that isn't plugged into anything. (See attached image). So actually the Shore precision multiplyer only goes into this "dead" Multiply scalar, and so doesn't seem to have any function.
I tried to connect it to the Complement Water Level node below (without knowing why! It's just the closest node...), but then all the foam disappeared.
However, I tried to use 100 in the Water level Constant scalar, and the foam lines were about 100 times larger except the foam pattern (like in my previous attempts).
Ulco, your file almost worked. To make things simpler, I lowered the lake object to 0 instead of 1, and adjusted all the color adjust shaders by hand. I used my previous version for that and then added your Stretch Y-Transform shader and the Minus offset by water level surface layer.
As expected things stayed the same when I only connected the Minus offset... surface layer with the Connection-null shader (See "No stretch" screenshot).
But when I put your Stretch Y shader in between, all "foam rows" seem to be pushed away from the land (see "Stretch" screenshot).
I then used a Displacement offset of -0.8 instead of 0, and the foam rows were roughly where they should be. But that's of course not the desired effect.
Apart from that I realised, that the more I moved the water level away from 0, the more unexpected and incorrect the result was. At a level of 300 the foam didn't match the shoreline anymore.
I didn't expect, that this is so tough!!!
Anyway, thanks a lot for your tips!! Maybe you'll have some more?