HI, Im freaking new withe shaders i like black magic to me, so I need update position of effect when I move it with arrow keys or just one key like bullet and here the shader

shader_type canvas_item;
 
 uniform vec2 center;
 uniform float force;
 uniform float size;
uniform vec2 position;

uniform float thickness;

void fragment() {
	float ratio = SCREEN_PIXEL_SIZE.x / SCREEN_PIXEL_SIZE.y;
vec2 scaledUV =(SCREEN_UV - vec2(0.5,0.0)) / vec2(ratio, 1.0) + vec2(0.5,0.0);
 	float mask= (1.0 - smoothstep(size-0.1,size,length(scaledUV-center)))*
	smoothstep(size-tickness-0.1,size-tickness,length(scaledUV-center));
vec2 disp = normalize(scaledUV-center)*force*mask;
 	COLOR = vec4(SCREEN_UV -disp, 0.0, 1.0);
	COLOR = texture(SCREEN_TEXTURE,SCREEN_UV - disp);
}

I've added proper codeblock formatting but the code indentation looks a bit off still to me so double check that something isn't lost there. Also maybe explain a bit more what exactly you want to do cause it isn't too clear(to me at least) from the explanation. In as far as updating the value plugging into the offset uniform you would update that via GDScript or C# if that's what you use.

    Megalomaniak the thing is I need create a bullet with a shockwave effect using the shader, but this shader is static, so I need update the position when bullet is moving and here tutorial where I took the shader

    (