volkiller730 , PixelRebirth - thanks, glad you like them.
EDIT: Should you have the time to do it, a "time" parameter would be super convenient for the seamless effect, so we don't have to modify a variable every tick to generate endless lopping objects like waterfalls or rain textures. (A "sine" parameter could help as well, to make objects like the one you show in your example.)
Ok, here we go - Scroll (looks a bit bad in the gif + C2 resize isn't that great with alpha on the sides, but you get the idea - each layer and the "waterfalls" have this effect applied):
Since I like to keep the math inside the shader at a minimum you have a simple value - amount of time in seconds it takes to scroll the whole width or height of the texture. It accepts negative values to change the direction of the scrolling and 0 means it stays still.
Added to the distro and first post.
This is officially my favorite thread on this entire site.
Oh, oh, how do I ever live up to that now? Thanks!