No idea about that, but you don't need to use the shader toolkit to rotate objects/animations - just use the to() tweening function instead - as long as the animation is linked to a scene object then it will rotate with the object.
game.CurrentScene.SceneObjects["example"]:to(10000, {ObjectRotation = math.rad(360)})
to(delay, {arguments}, easing, loop, play-forwards-then-backwards)