Is it possible to apply a Gerstner Wave distortion relative to the surface normal of a mesh?

Hello. I am trying to develop an ocean shader that can be used on sphere meshes because I will be using spherical planets in my levels. I have been trying to wrap my head around how Gerstner waves would work in this scenario. Using a tutorial by Ben Cloward, I was able to easily create a distortion that would work in the z-direction, and I was wondering if that could be applied on the mesh relative to its surface normals rather than on the pure world z-axis?