Sorry, Richard. I downloaded this first and played with it for about an hour looking for a workaround, I should've came back.
No luck yet, the redirect shader seems to only accept/output displacement data. I think that you'd need to separate the colour and displacement functions, I tried using simple shapes after compute terrain, scalar to colour, other things too, to no avail.
It's curious that you can redirect X/Z colour from other colour shaders and image maps etc. but not from a redirected simple shape. I think maybe if the simple shape shader had a coordinate system(like a painted shader does, you can't redirect a 'final position' paint shader but, you can redirect a 'position in terrain/texture' one) then, maybe it'd be possible without a separate colour/displacement workaround.
Sorry for not getting back to this thread afterwards, if I come up with anything I'll be sure to let you know my findings, such as they may be...