Shaders use the standard RetroArch/snes9x GLSL format, so the resource you want is
snesrev/glsl-shaders — that's the shader set maintained alongside the zelda3 engine this port is built on.
Grab that repo and copy it (or just the folders you want, e.g. crt/) into sdmc:/switch/Zelda3/shaders/. Keep the folder structure intact — a .glslp preset points at its pass files relative to itself, so pulling one out of its folder breaks it. Then
Settings → Screen → Renderer and Shader → Shader lists everything it found.
You'll want v1.2.1, which I just put up — in v1.2.0 the picker only looked in the Zelda3 root, so presets couldn't resolve their passes and nothing appeared to happen. Settings → System → Update will offer it.
Two things worth knowing:
- Shaders need the OpenGL renderer, and the OpenGL path doesn't draw the companion screen — you get the game on its own, no dual-screen and no touch menu. It asks before switching now, and if you end up stuck there, hold ZL+R3 while the game boots to force SDL back. Getting shaders and dual-screen working together is the next thing on my list.
- Renderer/shader changes apply on the next launch — use Save and exit to apply on that page.
CRT presets are the ones to try first (crt-aperture, crt-easymode, zfast-crt). If one doesn't load, the row shows FAILED and the compiler error lands in startup.log — post it and I'll take a look.