SphereMask with UVs

I’m making a PostProcess shader where I deform the scene texture and then mask it with a Sphere Mask based on character location. The problem is that the final image is deformed by deforming the UVs input, but the Sphere Mask isn’t, so my question is, can I deform a Sphere Mask with some UVs like if it was a texture sampler? If not, any ideas on how can I approach this particular issue?

Thanks in advance.

251443-spheremask.jpg

I ended up doing another PostProcess Shader, so in the first one I make the mask and in the second one I deform the Scene Texture. That worked for me, but I don’t like very much having 2 post process shaders just for that.