Thank you! I was able to make it thanks to your guidance :D
my code looks like this:
uniform int hframe : hint_range(1,128);
uniform int vframe : hint_range(1,128);
uniform vec2 current_frame = vec2(0,0);
void fragment() {
vec2 base_uv = (UV / vec2(float(hframe),float(vframe)));
base_uv += current_frame/vec2(float(hframe),float(vframe));
vec4 albedo_tex = texture(texture_albedo,base_uv);
It works, thank you so much klaas.