Henster,
I don't know exactly what you are going for, but i did a simple solution that may or may not work for you. I'm not getting the PR values in to vops, but i am coloring a grid of primitive spheres via point sop and $PR. I then am transferring that in to my shader built from vops.
My vop was just a lighting model into my Cf, and a parameter vop in to my diff of the lighting model. Created the shader. In my shader's diff parameters, I am channel referencing my point sop's color channels.
At the sop level after my point sop, i have appended an attribute sop that renamed Cd to Cf1 in the point tab and a shader after that. When I set my display to this, my opengl goes gray of course, but renders fine. You could keep the display on the point sop and the render on the shader sop.
Here is my opengl and mantra render… lemme know if this helps at all and i can upload the file if needed. like i said, very simple solution, so it may not be what you're looking for at all..
hth,
dave
opengl:

mantra: