Hi @Ace_Rothstein_310668
I think if you could apply a shader definition to the whole model widget - it depends generally on the shader implementation.
So for example a glass shader is intended ( lead to much better results) to be applied on modelItem widget. But it seems to work also if it is used for the whole mode widget:
$scope.setup = function() {
console.info("started setup function");
$scope.view.wdg['model-1'].texture = "app/resources/Uploaded/cvc-test.jpg?name=tex0&edge=repeat";
$scope.view.wdg['model-1'].shader = "glass;refindex f 0.2;envrotate f 0.5";
console.info("finished setup function");
}
////////////////////////////
$rootScope.$on("modelLoaded", function () {$scope.setup();})

In generally it should work because we have the model widget properties 'shader' and 'texture' but for example if you try to use a 'pinger' shader - it will definitely not work because the shader code will fails on some geometry .
Also, in the sequence the shader will override some color or highlight sequence of a component but will allow the transformation (translate or rotate)
What should be the effect in the particular case is something what should be tested (trial and error)