OSL generic shader returns just white

I’m trying to get a simple generic shader node written in OSL, not a surface shader, just another node in my shader pipeline:

shader NoiseClouds_02_FXMap_01(
    vector Vector = vector(0, 0, 0),
    float Random = 0.0,
    output color Color = color(0, 0, 0))
{
    Color = color(1, 0, 0) * Random;
}

but all I get on the output is a white color, no matter what I write into the OSL shader. Using an external script.

Multiplying color(1, 0, 0) by some float (4.5 in your example), should give you color(4.5, 0, 0).
That should be a very strong red color, and in some color spaces it can become pink because of it’s brightness.

But resulting in a white color is not expected.

You should multiply each component of the color, not the whole color

Color = color(1 * Random, 0 * Random, 0 * Random);

Yeah, not a thoughtful example from me. But even just writing

Color = color(1, 0, 0);

gives still white and not the expected red.

Are you using CPU or GPU?
Does it still gives white if you change the compute model?

I’m just asking this because I have made these mistakes myself in the past:

Are you making changes to the file that is actually loaded in the Script node?
Did you save the .osl after making changes to it (Assuming you are writing the OSL code in Blenders text editor, saving the project doesn’t also save the text file)?
Did you update the node after making changes and saving the file?