well, when using texturereset, you have to specify the textures to be used. that means executing the package.cfg of various texture packs, or copy whatever you need from the package.cfg files straight to your map cfg
setting a shader is not something really hard.
this is the link to the doc containing the info you need.
and here is an example of a texture, which is rotated, scaled, and specifies glow color.
setshader bumpspecmapparallaxglowworld
setshaderparam "glowcolor" 1 0.9 0.8
texture 0 gibbie/teletop_d.jpg
texture n gibbie/teletop_local.jpg
texture s gibbie/teletop_s.jpg
texture g gibbie/teletop_add.jpg
texture z gibbie/teletop_h.jpg
texscale 0.25
setshaderparam "glowcolor" 1 0.9 0.8
texture 0 gibbie/teletop_d.jpg
texture n gibbie/teletop_local.jpg
texture s gibbie/teletop_s.jpg
texture g gibbie/teletop_add.jpg
texture z gibbie/teletop_h.jpg
texscale 0.5
setshader bumpspecmapparallaxworld
texture 0 gibbie/base38_d.jpg
texture n gibbie/base38_local.jpg
texture s gibbie/base38_s.jpg
texture z gibbie/base38_h.jpg
texrotate 1
texture 0 gibbie/base23_d.jpg
texture n gibbie/base23_local.jpg
texture s gibbie/base23_s.jpg
texture z gibbie/base23_h.jpg
texoffset 128 0
As you can see, glowcolour is pretty easy to setup. the 3 values are RGB from 0 to 1, and can use bigger values, although not advised.
Whenever you have to switch to textures that use different shader setting, remember to do so like in the example. If no shader is specified for the base38 texture, then it would use the glowmap of the previous texture, something not wanted ;)
texrotate is explained in the dock. you can do multiple rotations.
texscale is self explanatory. 1 is the default size, anything below is smaller and anything over is bigger.
texoffset is calculated in pixels. use the properties of the files to see the size, and then specify the value in X Y at the command.
i don't really know about the rest, neither i have experimented.