hey guys I am trying to animate my texture using a bump map however it just comes up as a black model...well kind of dark blue

Code :
attribute highp vec3  inVertex;
 
uniform highp   mat4  MVPMatrix;
uniform mediump vec3  LightDir;
uniform mediump vec3  EyePos;
uniform mediump vec2  inTexCoord;
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;
varying mediump vec2  RefCoord;
varying mediump float WaterToEyeLength;
 
void main()
{
	// Transform position
	gl_Position = MVPMatrix * vec4(inVertex,1.0);
	mediump vec2 waterCoord = inTexCoord;
	TexCoord = waterCoord.xy * waterSX; //this line scales the bump map
	TexCoord += watermovementX; //this line translates the bump map
	TexCoord2 = waterCoord.xy * waterSY;
	TexCoord2 += watermovementY;
 
	RefCoord = inTexCoord;
	mediump vec3 WaterToEye = EyePos - inVertex;
	WaterToEyeLength = length(WaterToEye);
}

FRAGMENT

Code :
uniform sampler2D  n_mapTex;
uniform sampler2D  n_mapTex2;
uniform sampler2D  reflectionTex;
uniform lowp float distortion;
uniform lowp vec4  WaterColour;
 
varying mediump vec2  TexCoord;
varying mediump vec2  TexCoord2;
varying mediump vec2  RefCoord;
varying mediump float WaterToEye;
 
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, TexCoord2).xyz;
	aNormal -= 1.0;
	lowp vec2 watermovement = aNormal.st;
	mediump vec2 texMove = watermovement * (distortion/WaterToEye);
	gl_FragColor = texture2D(reflectionTex, texMove);
}

code to update

Code :
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);

DT = delta time