okay, actually it's easier then applying shaders to level blocks...
first thing, you do not do it in MED.
i assume you are usingl lite-c.
there are options, either you find shaders from wiki/forum/au/aum or use included shaders.
to use shaders you find:
copy/download shader code and save it as a .fx file
then define a material:
MATERIAL* my_new_material = {
effect="my_shader_file.fx";
}
in action of your entity say it is
action my_action(){
my.material = my_new_material; // add this line, with the name of your material
}
and you are ready to go. (though some advanced shader may need some inital setup or skills to be set)
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for using the shaders that ships with the engine:
include mtlfx.c in your code
#include <mtlFx.c>
after adding that line, if you open WED and try to add an action to an entity you will see there are lots of actions starting with fx_ , they are predefined actions for shader, if your entites are static and wont need any further action, use these. but if you need an action that you wrote to be attached to entity and want use shader at same time,
just call the shader action in your entites action:
action my_ents_action(){
fx_shader_name();
//rest of your action goes here
}
you can find shader names in mtlfx.c or in manual or you can check them from wed.