Try replacing your Out.Bump with this and see what you can do:

Code:
 
///////////////////////////////////////////////////////////////////////////////
float2 WaveDir;
float SpeedComp = {0.02}; // Adjust depending on the
// RippleScale setting

WaveDir.x = IN.Bump.x * RippleScale;
WaveDir.x -= (vecSkill41.x * SpeedComp); // Direction of U (either + or -)

WaveDir.y = IN.Bump.y * RippleScale;
//WaveDir.y += (vecSkill41.x * SpeedComp); // Direction of V (either + or -)

Out.Bump = WaveDir.xy;
///////////////////////////////////////////////////////////////////////////////