yes, and as your reward I will post speculation on what I may one day do.
how's this sound you are able the write a post procesing filter and specify variables that effect it that you can script via sExps.
the way I'm thinking about writeing the primary shader system is haveing a table that specifies three ways to render a model, a fixed function system, a system that has a vertex shader but still requiers a fixed function raster step (wich you specify in a fashion similar to the full fixed function material) and a full vertex/pixel shader system. there will be code to decide wich one of these gets used (wich can be overiden via comand line).
the way shaders are going to be writen would be to use a API independent HLSL, I am currently leaning twards Cg. I'm thinking it would be a good idea to have it broken down into sections to you have a section of a shader dealing with transformation, a section dealing with an individual light (of a specific type, we have three types) and texture coordanant generation and anything else that needs to get done after lighting is done.
there will be a number of predefined variables such as the transformation matrix, the light list, camera position, primary/secondary/teritery textures ect, as well as pre defined vertex data position, normal, uv, ect, you will be limited by what data types have been predefined (and somewere in the shader entree you will need to define what you are going to need) but it should be a simple task to add new variables and data types.