Editing ES 2.0 materials in Maya

Hi, I’m looking at our options for an OpenGL ES 2.0 asset pipeline, and I’m evaluating ways we can define materials from inside Maya.

Is PVRGeoPOD entirely fixed function? Do you have to hack the output using PVRShaman to set shaders, or is there some way to do it on the source asset?

If we went with Collada2POD instead, can anybody recommend something for Maya that authors ColladaFX materials with glsl shaders?

Craig Timpany