What a cool tool this is. I was able to create my first shader in no time. Took a little bit to learn exactly how data is passed from RenderMonkey to the shaders but it worked out. RenderMonkey provies quite a collection of variables that it will pass into your shaders.
for my first shader I wanted a simple plane (200 faces or so) to osolate up and down based on time.
Here is my shaders. fTime0_X is a RenderMonkey supplied variable that is the sine of value Time (float).
uniform float fTime0_X;
vec4 pos = gl_Vertex;
pos.z += fTime0_X * 3.0;
gl_Position = gl_ModelViewProjectionMatrix * pos;
//gl_Position = ftransform();
gl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );