Ok, so what you could do is:
1. Put the satellite texture in godot, make sure to enable 'repeat' in the import tab.
2. Load the texture into the shader via something like:
uniform sampler2D sat_tex;
3. Delete all the old code with the fbm noise, or just leave it and ignore it. Then right before the final color is set, you can do something like:
col.rgb = texture(sat_tex, uv + vec2(time*time_speed,0.0)).rgb;
4. Put the satellite texture into the shader material, and it should display the texture on the planet.
That should work, hope that helps!