That is correct. The export relies on the internal engine [and therefore the OpenGL] surface definitions.
Also, it depends what you mean by "shader." Shaders in LightWorks can be real mathematically-generated seamless surfaces. Artlantis mainly uses textural maps to create materials [other than refractive and specialty surfaces]. But Abvent still calls them shaders. Those French: they have a different word for everything! So, there is no direct translated export unless a texture map can be included.
The normal way to make a versatile surface in Archicad is to start with the Internal Engine material texture and match the LightWorks material to it. Then when you export to Artlantis, the correct texture is conveyed.
Dwight Atkinson