texture not moving OGLES2

Hey guys I am having trouble with trying to get my normal map to pertubate the quad I have drawn and was wondering if anyone could give me any pointers as to where I have gone wrong? I will post my code below

Currently in my vertex shader I have

attribute highp vec3  inVertex;

uniform highp   mat4  MVPMatrix;
uniform mediump vec3  LightDir;
uniform mediump vec3  EyePos;
uniform mediump vec2 watermovementX;
uniform mediump vec2 watermovementY;
uniform mediump vec2 waterSX;
uniform mediump vec2 waterSY;

varying mediump vec3  EyeDir;
varying mediump vec2  TexCoord;
varying mediump vec2  TexCoord2;

void main()
{
	// Transform position
	gl_Position = MVPMatrix * vec4(inVertex,1.0);
	
	//this is used to save attributes meaning we will not be needing inTexCoord to pass in
	mediump vec2 waterCoord = inVertex.xz;
	TexCoord = waterCoord.xy * waterSX; //this line scales the bump map
	TexCoord += watermovementX; //this line translates the bump map
	TexCoord2 = waterCoord.xy * waterSY;
	TexCoord2 += watermovementY;
	

and this is my fragment shader

uniform sampler2D  n_mapTex;
uniform sampler2D  dudv_map;
uniform sampler2D  reflectionTex;
uniform float	   distortion
uniform lowp vec4  WaterColour;

varying mediump vec2  TexCoord;
varying mediump vec2  TexCoord1;

void main()
{	
	//calculate water movement
	lowp vec3 aNormal = vec3(0.0, 0.0, 1.0);
	aNormal = texture2D(n_mapTex, TexCoord).xyz;
	aNormal += texture2D(n_mapTex, TexCoord1).xyz;
	aNormal -= 1.0;
	lowp watermovement = aNormal.st;
	vec2 texMove = watermovement * distortion;
	gl_FragColor = texture2D(reflectionTex, texMove);
}

and here is my code to update the values and these get passedinto the shaders

waterTran += water_Vel * DT;
	waterTran = PVRTVec2(	fmod(waterTran.x, 1.0f), fmod(waterTran.y, 1.0f));
	waterTran2 += water_Vel2 * DT;
	waterTran2 = PVRTVec2(	fmod(waterTran2.x, 1.0f), fmod(waterTran2.y, 1.0f));
	

	glUniform2fv(m_ShaderProgram.auiLoc[eW_Move],1, &waterTran.x);
	glUniform2fv(m_ShaderProgram.auiLoc[eWaterS],1, &water_S.x);
	glUniform2fv(m_ShaderProgram.auiLoc[eW_Move2],1, &waterTran2.x);
	glUniform2fv(m_ShaderProgram.auiLoc[eWaterS2],1, &water_S2.x);
	glUniform1f(m_ShaderProgram.auiLoc[eDist], pertubation);

Pertubation is set to 100.0f and DT stands for delta time. If more code is needed this can be provided :slight_smile: