Not all mentioned here are available, that's because they were rubbish, accidental clones or unfinished. Something to consider would be putting this in a header file (can shaders have headers?) and putting each effect in a separate file. Doesn't matter, you can copy and paste each effect yourself!
00 normal() - Normal Output (post processing only) 01 sineTransform - Trigonometric Transforms 02 asinTransform - Trigonometric Transforms 03 atanTransform - Trigonometric Transforms 04 sobel() - Sobel Edge-Detection 05 sobel2() - Minecraft's Sobel 06 luma() - Something Mojang Calls "Outline Water Colour" - Luma 07 notch() - The Notch filter, a type of pixelation, again, credit to Mojang 08 blurry_bloom() - Gaussian Blur 09 pixel() - Pixelation 10 mirror() - Mirror 1 11 jeNeSaisPas() - Axis Swap 12 AA() - 2x Anti-Aliasing, it looks terrible, thanks Mojang 13 rnb() - Fake 3D 14 invert (vec4 input_colour) - Simple Inversion 15 convolve (vec4 input_colour) - Colour Convolve, another from Mojang 16 grey (vec4 input_colour) - Simple Greyscale 17 cel (vec4 input_colour) - A toon filter from R.B. Whitaker 18 contrast (vec4 input_colour) - Higher Contrast Filter 19 swap (vec4 input_colour) - Colour Swap Filter 20 rosso (vec4 input_colour) - Seeing Red 21 rouge (vec4 input_colour) - Lazy Greyscale 22 fl (vec4 input_colour) - Floor Filter 23 wacky (vec4 input_colour) - Wacky 24 brightnessFilter (vec4 input_colour) - Brightness - Makes it brighter not washed out (in theory) 25 disco (vec4 input_colour) - Position Colour 26 tri (vec4 input_colour) - 3 Colours 27 shades (vec4 input_colour) - 3 Shades 28 CRT (vec4 input_colour) - CRT - An attempt, I'm sure you can do better 29 col8 (vec4 input_colour) - 8 Colours - Like 3 Colours but with 5 more! 30 scan (vec4 input_colour) - Scan Lines 31 bloom4 (vec4 input_colour) - Bloom, 4th Attempt, it actually looks pretty good 32 wash (vec4 input_colour, vec4 wash_colour) - "Wash" Filter 33 blackEdgeToon (vec4 sobel_colour, vec4 cel_colour) - Black Edges Cartoon Filter 34 rob (vec4 input_colour, float grey_colour) - Red or Bust 35 remainder (vec4 input_colour, float avg) - "Remainder" Filter 36 chess (vec4 interlaceColour) - Chess Board - Interlace Stuff! //forgot to mention, I actually mirror the base colour in this too - dith (vec4 input_colour) - truCRT (vec4 input_colour) - bloom (vec4 input_colour) - bloom3 (vec4 input_colour) ? depth_of_field (float focal_distance, float focal_range, vec4 input_colour) - rs (float grey_colour) ? motionBlur()