Well yes, so I've been targeting OGLES1.1, since I didn't want to write shaders for everything. But I would still like shaders, particularly pixel shaders, on top of the fixed functionality. And from my research that won't work, although I'd absolutely love if someone would come in here and go "Eni you're wrong".
But from what I gathered doing some Googling around, either you do 100% shaders, or 0% shaders, and currently I'm coding for a model that uses about 10% shaders, which apparently will work on OGL, but not ES.
If it's possible though, again, I'd love to stand corrected.
Eni you're 100% correct. I thought the same, but once I wrote out my own camera class, all I have to do is pass that camera class to the shader at a mat4, then use that instead of ftransform(), and I'm sorted!