The shader API is a hard one to implement and actually stems from your blitting model (API). In traditional Sphere blitting you would do this:
Image.blit(x, y[, shader]);
Image.zoomBlit(x, y, z, [, shader]);
But if you do blits differently:
Image.shader = shader;
Image.blit(x, y);
Then it get's easier.
Furthermore, as for the shader itself, we have to set and get properties from it, create new instances of it, etc. So by the way you are doing things it would look like:
var shader = new Shader('path_to_shader.glsl');
shader.setProperty(0, Image.texture);
shader.setProperty(1, 5.0);
//...
Then you can have a new /shaders/ folder as one of the many standard folders used by Sphere games.