Help getting Effect working in iOS version (Monogame 3.8)

I have been at this awhile and I have done my best to research before asking for help. I have working Shaders/Effects from many projects, but when I tried to get them to work in the iOS version (though it is also the first 3.8 project I have made) at first they wouldnt compile at all, I fixed that issues earlier today…

Now after I have them compiling, I add them to the project, and run it. From there the program errors while loading the Effect with the error:

‘This MGFX effect is for an older release of MonoGame and needs to be rebuilt.’

I have update my .net core, I am compiling via the MGCB that is in the project, and yet still the error above…

What am I missing? Please help!

My file is below (I have been cutting it down to its basics all day so plz dont judge)

#define VS_SHADERMODEL vs_3_0
#define PS_SHADERMODEL ps_3_0
#define VS_SHADERMODEL vs_4_0_level_9_1
#define PS_SHADERMODEL ps_4_0_level_9_1

// Our texture sampler

float xSize;
float ySize;
float xDraw;
float yDraw;

float4 filterColor;

Texture2D Texture;
sampler TextureSampler = sampler_state
    Texture = <Texture>;

// This data comes from the sprite batch vertex shader
struct VertexShaderOutput
    float4 Position : SV_POSITION;
	float4 Color : COLOR0;
	float2 TextureCordinate : TEXCOORD0;

// Our pixel shader
float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0
	//float4 texColor = tex2D(TextureSampler, input.TextureCordinate);
	float4 texColor = Texture.Sample(TextureSampler, input.TextureCordinate);

	//result += tex2D(Sampler, float2(uv.x + offsets[x], uv.y)) * weights[x];
	//result += Texture0.Sample(Sampler, float2(uv.x + offsets[x], uv.y)) * weights[x];
	float vertPixSize = 1.0f/ySize;
	float horPixSize = 1.0f/xSize;
	float texMult = 5.0f;
	float4 color;
	if(xDraw/xSize < .6f || yDraw/ySize < .6f)
		if(xDraw/xSize < .4f || yDraw/ySize < .3f)
			vertPixSize = 2.0f/ySize;
			horPixSize = 2.0f/xSize;
			texMult = 6.0f;
		float4 aboveColor = Texture.Sample(TextureSampler, (input.TextureCordinate) + float2(0, -vertPixSize));
		float4 belowColor = Texture.Sample(TextureSampler, (input.TextureCordinate) + float2(0, vertPixSize));
		float4 leftColor = Texture.Sample(TextureSampler, (input.TextureCordinate) + float2(-horPixSize, 0));
		float4 rightColor = Texture.Sample(TextureSampler, (input.TextureCordinate) + float2(horPixSize, 0));
		//float greyscaleAverage = (texColor.r + texColor.g + texColor.b)/3;
		 color = float4((texColor.r * texMult + aboveColor.r/4 + belowColor.r/4 + leftColor.r/4 + rightColor.r/4)/(1.0f+texMult),
		 (texColor.g * texMult + aboveColor.g / 4 + belowColor.g / 4 + leftColor.g / 4 + rightColor.g / 4) / (1.0f + texMult),
		 (texColor.b * texMult + aboveColor.b / 4 + belowColor.b / 4 + leftColor.b / 4 + rightColor.b / 4) / (1.0f + texMult),
		 (texColor.a + aboveColor.a + belowColor.a + leftColor.a + rightColor.a)/5.0f);
		color = float4(texColor.r, texColor.g, texColor.b, texColor.a);

	return color * filterColor * input.Color;

// Compile our shader
technique Technique1
    pass Pass1
		PixelShader = compile PS_SHADERMODEL PixelShaderFunction();

and i call it the same as I always have in C#:

effect = content.Load<Effect>(EFFECTPATH);


So Im dumb…

You just gotta use windows command prompt to get the new MGCB (which I did on a 2nd computer because I need access to the old one [I assume] in order to still compile for my older games).

Then build it and put it in. Also make sure you build in an iOS app not a windows desktop app if you are doing it on a 2nd computer…