flowmaps, nodes? (not for realtime)

http://phill.inksworth.com/tut.php
You will find some information on what I am trying to achieve here. basically it uses a texture that is added to the uv coordinates over time to warp a texture to give the appearance that it is flowing. I know It has been doe in the game engine but I want to use it in a cycles material to give and extra realism to a liquids movement without resorting to long fluid sims etc.

so far I have swapped the time node for a key framed value node. But I find the math nodes difficult to understand because there isn’t any easy way to see exactly what their results are.
I have created a ‘panner’ node as it is called in UDK and Shaderforge for unity. Is basically a split XYZ node two math(add) nodes and a combine XYZ node. but because I had trouble with the math node parts I tried resorting to 3 keyframed value nodes. 2 cyclic repeating ones ranging from 0-1 that are offset by half the length of the animation and a third one that blends between them. While it kind of works I am not happy with the results overall.

If anyone could help with improving this, Or actually getting it to work I would really appreciate it.

here is my test blend–>https://drive.google.com/file/d/0B0avUQSQG_lHbFBJZnRVZXRwVU0/view?usp=sharing

Maybe something like this…?

Thanks Julperado, But the ‘panner’ node setup I mentioned does just that. but thats just a very simple sliding texture. It lacks the directional warping of the flowmap.