Hi.
I put up a couple projects, and Vlad S. added another, on the Code Exchange: examples
(I should update mine… where I do “discard;” there, I now do “return vec4(0.);”)
The how-to docs are here: Custom Shader Effects Guide
They can be used in fills, yes. Basically, these are what those look like, behind the scenes.
They should be easy to use, if their interface is nice. You can see in those examples how they get defined and hooked up.
The stuff you might have seen in the playground is fragment kernel-only (for the moment?). As such, they may not be representative of “production” use, where some work might make more sense done in the vertex kernel. But it is a “playground”, after all.
The shaders themselves are just per-vertex and per-fragment programs, with a few constraints. The demos are only scary because they throw tons of (often unexplained!) math at you. :D In time some “best practices” and “common techniques” lists should emerge.