You can do it in a realy simple shader.
Just read about pixelshaders here
in the end of part about Texture coordinates there is the answer.
This is a bit old because using dx9 version. But most of things the same for doing that in dx11.
You could also do it with a combination og segment, uniform scale, linear spread and LFO into the phase input of linear spread. If you are not into shaders
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