howdy, @codeanticode
issue occurs ONLY in 3.4... when using any PShader + transparent PNG's
this code works as expected: when using the shader() call
void draw() {
background(#FF3300);
shader(d1);
image(img, 0, 0);
}

but if you do this... using the filter(shader) call... the transparency of the PNG does not behave as expected.
void draw() {
background(#FF3300);
filter(d1);
image(img, 0, 0);
}

in most of current code examples I enjoy the flexibility of drawing with a PGraphics and using pgraphics.filter(shader) to apply what shader gets applied where... as seen below :
