Changing uniform values of a shader not changing shader

Godot 4.3

I’m trying to modify a shader I found on godot Shaders to change the color, however changing the various color vectors at the top even not by script have no results. Only way I was able to get results was by hard coding vectors in the spot the uniform variables are used. I’m very new to shaders so probably just missing something simple but any help would be appreciated.

here is the shade I am using

shader_type canvas_item;


uniform vec4 WATER_COL =  vec4(1, 0, 0, 1.0);
uniform vec4 WATER2_COL  =  vec4(0.0588235, 0.529412, 0.776471, 1.0);
uniform vec4 FOAM_COL  = vec4(0.87451, 0.988235, 1, 1.0);

uniform float distortion_speed = 2.0;
uniform vec2 tile = vec2(1.0, 1.0);
uniform vec2 offset = vec2(0, 0);

const float TWOPI = 6.283185307;
const float SIXPI = 18.84955592;

uniform float amount = 0.5;


float circ(vec2 pos, vec2 c, float s)
{
    c = abs(pos - c);
    c = min(c, 1.0 - c);

    return smoothstep(0.0, 0.002, sqrt(s) - sqrt(dot(c, c))) * -1.0;
}


float waterlayer(vec2 uv)
{
    uv = mod(uv, 1.0); // Clamp to [0..1]
    float ret = 1.0;
    ret += circ(uv, vec2(0.37378, 0.277169), 0.0268181);
    ret += circ(uv, vec2(0.0317477, 0.540372), 0.0193742);
    ret += circ(uv, vec2(0.430044, 0.882218), 0.0232337);
    ret += circ(uv, vec2(0.641033, 0.695106), 0.0117864);
    ret += circ(uv, vec2(0.0146398, 0.0791346), 0.0299458);
    ret += circ(uv, vec2(0.43871, 0.394445), 0.0289087);
    ret += circ(uv, vec2(0.909446, 0.878141), 0.028466);
    ret += circ(uv, vec2(0.310149, 0.686637), 0.0128496);
    ret += circ(uv, vec2(0.928617, 0.195986), 0.0152041);
    ret += circ(uv, vec2(0.0438506, 0.868153), 0.0268601);
    ret += circ(uv, vec2(0.308619, 0.194937), 0.00806102);
    ret += circ(uv, vec2(0.349922, 0.449714), 0.00928667);
    ret += circ(uv, vec2(0.0449556, 0.953415), 0.023126);
    ret += circ(uv, vec2(0.117761, 0.503309), 0.0151272);
    ret += circ(uv, vec2(0.563517, 0.244991), 0.0292322);
    ret += circ(uv, vec2(0.566936, 0.954457), 0.00981141);
    ret += circ(uv, vec2(0.0489944, 0.200931), 0.0178746);
    ret += circ(uv, vec2(0.569297, 0.624893), 0.0132408);
    ret += circ(uv, vec2(0.298347, 0.710972), 0.0114426);
    ret += circ(uv, vec2(0.878141, 0.771279), 0.00322719);
    ret += circ(uv, vec2(0.150995, 0.376221), 0.00216157);
    ret += circ(uv, vec2(0.119673, 0.541984), 0.0124621);
    ret += circ(uv, vec2(0.629598, 0.295629), 0.0198736);
    ret += circ(uv, vec2(0.334357, 0.266278), 0.0187145);
    ret += circ(uv, vec2(0.918044, 0.968163), 0.0182928);
    ret += circ(uv, vec2(0.965445, 0.505026), 0.006348);
    ret += circ(uv, vec2(0.514847, 0.865444), 0.00623523);
    ret += circ(uv, vec2(0.710575, 0.0415131), 0.00322689);
    ret += circ(uv, vec2(0.71403, 0.576945), 0.0215641);
    ret += circ(uv, vec2(0.748873, 0.413325), 0.0110795);
    ret += circ(uv, vec2(0.0623365, 0.896713), 0.0236203);
    ret += circ(uv, vec2(0.980482, 0.473849), 0.00573439);
    ret += circ(uv, vec2(0.647463, 0.654349), 0.0188713);
    ret += circ(uv, vec2(0.651406, 0.981297), 0.00710875);
    ret += circ(uv, vec2(0.428928, 0.382426), 0.0298806);
    ret += circ(uv, vec2(0.811545, 0.62568), 0.00265539);
    ret += circ(uv, vec2(0.400787, 0.74162), 0.00486609);
    ret += circ(uv, vec2(0.331283, 0.418536), 0.00598028);
    ret += circ(uv, vec2(0.894762, 0.0657997), 0.00760375);
    ret += circ(uv, vec2(0.525104, 0.572233), 0.0141796);
    ret += circ(uv, vec2(0.431526, 0.911372), 0.0213234);
    ret += circ(uv, vec2(0.658212, 0.910553), 0.000741023);
    ret += circ(uv, vec2(0.514523, 0.243263), 0.0270685);
    ret += circ(uv, vec2(0.0249494, 0.252872), 0.00876653);
    ret += circ(uv, vec2(0.502214, 0.47269), 0.0234534);
    ret += circ(uv, vec2(0.693271, 0.431469), 0.0246533);
    ret += circ(uv, vec2(0.415, 0.884418), 0.0271696);
    ret += circ(uv, vec2(0.149073, 0.41204), 0.00497198);
    ret += circ(uv, vec2(0.533816, 0.897634), 0.00650833);
    ret += circ(uv, vec2(0.0409132, 0.83406), 0.0191398);
    ret += circ(uv, vec2(0.638585, 0.646019), 0.0206129);
    ret += circ(uv, vec2(0.660342, 0.966541), 0.0053511);
    ret += circ(uv, vec2(0.513783, 0.142233), 0.00471653);
    ret += circ(uv, vec2(0.124305, 0.644263), 0.00116724);
    ret += circ(uv, vec2(0.99871, 0.583864), 0.0107329);
    ret += circ(uv, vec2(0.894879, 0.233289), 0.00667092);
    ret += circ(uv, vec2(0.246286, 0.682766), 0.00411623);
    ret += circ(uv, vec2(0.0761895, 0.16327), 0.0145935);
    ret += circ(uv, vec2(0.949386, 0.802936), 0.0100873);
    ret += circ(uv, vec2(0.480122, 0.196554), 0.0110185);
    ret += circ(uv, vec2(0.896854, 0.803707), 0.013969);
    ret += circ(uv, vec2(0.292865, 0.762973), 0.00566413);
    ret += circ(uv, vec2(0.0995585, 0.117457), 0.00869407);
    ret += circ(uv, vec2(0.377713, 0.00335442), 0.0063147);
    ret += circ(uv, vec2(0.506365, 0.531118), 0.0144016);
    ret += circ(uv, vec2(0.408806, 0.894771), 0.0243923);
    ret += circ(uv, vec2(0.143579, 0.85138), 0.00418529);
    ret += circ(uv, vec2(0.0902811, 0.181775), 0.0108896);
    ret += circ(uv, vec2(0.780695, 0.394644), 0.00475475);
    ret += circ(uv, vec2(0.298036, 0.625531), 0.00325285);
    ret += circ(uv, vec2(0.218423, 0.714537), 0.00157212);
    ret += circ(uv, vec2(0.658836, 0.159556), 0.00225897);
    ret += circ(uv, vec2(0.987324, 0.146545), 0.0288391);
    ret += circ(uv, vec2(0.222646, 0.251694), 0.00092276);
    ret += circ(uv, vec2(0.159826, 0.528063), 0.00605293);
	return max(ret, 0.0);
}

vec3 water(vec2 uv, vec3 cdir, float iTime)
{
    uv *= vec2(0.25);
	
	

    // Parallax height distortion with two directional waves at
    // slightly different angles.
    vec2 a = 0.025 * cdir.xz / cdir.y; // Parallax offset
    float h = sin(uv.x + iTime); // Height at UV
    uv += a * h;
    h = sin(0.841471 * uv.x - 0.540302 * uv.y + iTime);
    uv += a * h;
    
    // Texture distortion
    float d1 = mod(uv.x + uv.y, TWOPI);
    float d2 = mod((uv.x + uv.y + 0.25) * 1.3, SIXPI);
    d1 = iTime * 0.07 + d1;
    d2 = iTime * 0.5 + d2;
    vec2 dist = vec2(
    	sin(d1) * 0.15 + sin(d2) * 0.05,
    	cos(d1) * 0.15 + cos(d2) * 0.05
    );
    
    vec3 ret = mix(WATER_COL.rgb, WATER2_COL.rgb, waterlayer(uv + dist.xy));
    ret = mix(ret, FOAM_COL.rgb, waterlayer(vec2(1.0) - uv - dist.yx));
    return ret;
}

varying vec2 globalposition;
void vertex(){
	globalposition = (MODEL_MATRIX * vec4(VERTEX, 0.0, 1.0)).xy;
}

void fragment() {
	vec2 uv = globalposition / 128.0;
	COLOR.rgb = vec3(water(uv * tile + offset, vec3(0,1,0), TIME * distortion_speed));
}

You should realize that a uniform creates parameters on the material instance that are accessible from the editor. You should change those values in the inspector, or at least make sure they are set to default so that changing the default in the shader will work. That is my hunch.

Thanks of course after not finding a solution for like 3 hours figured it out in 10 after making the post

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