OpenGL ES 2.0 provides shader support. However, it isn't available in many mobile devices that are on the market today. It would be important for you to code both ES 1.1 and ES 2.0 versions of the graphics.
Apple Dev Center has tons of information on the transition:
The fixed-function pipeline of OpenGL
ES 1.1 provides good baseline behavior
for a 3D graphics pipeline, from
transforming and lighting vertices to
blending the final pixels with the
framebuffer. If you choose to
implement an OpenGL ES 2.0
application, you will need to
duplicate this functionality. On the
other hand, OpenGL ES 2.0 is more
flexible than OpenGL ES 1.1. Custom
vertex and fragment operations that
would be difficult or impossible to
implement using OpenGL ES 1.1 can be
trivially implemented with an OpenGL
ES 2.0 shader. Implementing a custom
operation in an OpenGL ES 1.1
application often requires multiple
rendering passes and complex changes
to OpenGL ES state that obscure the
intent of the code. As your algorithms
grow in complexity, shaders convey
those operations more clearly and
concisely and with better performance.
http://developer.apple.com/iphone/library/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/DeterminingOpenGLESCapabilities/DeterminingOpenGLESCapabilities.html#//apple_ref/doc/uid/TP40008793-CH102-SW1