Loads a shader used for modifying sprites, as such it only contains a pixel shader, the vertex shader is automatically generated to make sure it appears in the right place. This type of shader should only be applied to sprites but nothing bad will happen if you choose to apply it to objects, it will just produce unusual rendering results for that object. Currently shaders default to GLSL version 1.10, the line "#version 110" will be automatically added as the first line of the shader unless you specify a "#version " line of your own. Note that doing this may mean your shader does not work on all devices and platforms. The global "precision" value will be added and should not be included in the shader source. Returns an ID that can be used to reference this shader in other commands. IDs are shared across all shader types so loading a sprite shader into ID 1 will not work if a 3D shader exists with ID 1.
If the current device does not support the shader then no shader will exist at the given ID, you should use GetShaderExists to check if the load was successful. You can use SetShaderErrorMode to set what happens when a shader is not supported or fails to compile.
integer LoadSpriteShader( szPixelFile )
LoadSpriteShader( shaderID, szPixelFile )