Just keep in mind that for AppGameKit shaders, you'll likely need to use its unique global uniform values versus generic tags/labels commonly found in GLSL shaders like the ones you may create using outside utilities/tools. I've included the list below, which are taken from this help page: https://www.appgamekit.com/documentation/guides/13_shaders.htm

vec3 agk_CameraPos = The world position of the current 3D camera
float agk_invert = -1 if drawing to an image, 1 if drawing to the screen, only needed by quads
float agk_time = The time in seconds, taken from the AGK Timer() command
float agk_sintime = The sine of the time value, equivalent to Sin(Timer()) in AGK
vec2 agk_resolution = The resolution of the current render target, image or window
vec2 agk_spritepos = If the shader is being used to draw a sprite then this is its current position in world coordinates
vec2 agk_spritesize = If the shader is being used to draw a sprite then this is its current size in world coordinates
mat4 agk_Ortho = A matrix to transform sprites from 2D world space into window space
mat4 agk_World = A matrix to transform 3D object verticies from object space to 3D world space
mat3 agk_WorldNormal = A matrix to transform 3D object normals from object space to 3D world space
mat4 agk_View = A matrix to transform from 3D world space to camera space
mat4 agk_Proj = A matrix to transform from camera space to window space
mat4 agk_ViewProj = A combination of the View and Proj matrices, transforms from 3D world space to window space
mat4 agk_WorldViewProj = A combination of the World, View, and Proj matrices, transforms from object space to window space
vec4 agk_MeshDiffuse = The color of the mesh being drawn, set with SetObjectColor
vec4 agk_MeshEmmisive = The emissive color of the mesh being drawn, set with SetObjectColorEmissive

So there may need to be some editing of a few lines of code to get them up and running with AGK.