Does this go into a warp shader? Warp is achieved by offsetting texture coordinates, so it reverses the apparent direction.

By the way, you can eliminate 9/11 of these nodes by simply plugging Get Frame into a Vector Displacement Shader. You can control the velocity in there. Breaking this down into optimization steps: First, converting to colour and then to red, green and blue is unnecessary. You could simply extract X, Y and Z scalars from the vector. Second, the Redirect Shader is only needed if you are starting with individual displacements for each direction, instead of a complete vector. But you already have a vector so you can go straight to a vector displacement shader. Third, the multiply vector isn't necessary because the Vector Displacement Shader has parameters to multiply the incoming value, so you can simply plug your Get Frame Scalar into it.