Technically, yes, that could be called shaders.
My definition of shaders is pretty general, to me they're a system which allows me to control the textures, UV coordinates, and vertex positions through a high level scripting language or definitions file (I call mine materials).
For example, I could add this line to a shader of my own
vprog X Sawtooth 0.25 W
And the equation would be, pretty much, x = x + |sin(time * 0.25)*W . The position of the vertex would be reverted back to its original position before updating it to its new position so that nothing horrendous occurs.
My definition of shaders is pretty general, to me they're a system which allows me to control the textures, UV coordinates, and vertex positions through a high level scripting language or definitions file (I call mine materials).
For example, I could add this line to a shader of my own
vprog X Sawtooth 0.25 W
And the equation would be, pretty much, x = x + |sin(time * 0.25)*W . The position of the vertex would be reverted back to its original position before updating it to its new position so that nothing horrendous occurs.