All bomb detonation 3D shockwaves are currently oriented to the mission's absolute XY plane. This looks stupid.
I don't know about FSPort, but all mediavps bomb shockwaves are using 2D shockwaves.
$Shockwave name: shockwave01
Or this would be the case if there wasn't a bug in FSO. In 3.6.10 SCP added dinky explosion and dinky shockwave options, but it wasn't noticed until late in .12 development cycle that the added features causes FSO to consider all bombs to be unarmed until they impact. Which means, all bombs use 3D shockwave unless they impact their target, at which point they use 2D shockwave.
Nobody has yet fixed this bug in FSO, but both Zacam and Wanderer have looked into it. But I haven't heard anything about it since .12 was released.
Original intent was to use 3D shockwaves for ships, 2D shockwaves for weapons. Of course, if modders want to intentionally use 3D shockwaves in bombs or other weapons, then what Galemp asks for would be useful. But consider that 3D shockwaves cause larger fps hit than 2D shockwaves, it might not be worth it.
This bug could have been easily fixed in mediavps by using $Arm time, but it was realized that this would have caused unwanted behavior in mods that have made use of weapon arming features. All is fine if a mod uses $Arm time, but if a mod would have used $Arm distance or $Arm radius, then whichever came true first would arm the weapon. And since mediavps would have used $Arm time with really low value, it would have become valid first and caused unwanted behavior. This is the reason why this shockwave bug persists in the latest mediavps pending proper fix in FSO code.