Ted Hopp answered this quite nicely. I have been using res/raw for my opengl texture and shader files. I was thinking about moving them to an assets directory to provide a hierarchical organization.
This thread convinced me not to. First, because I like the use of a unique resource id. Second because it's very simple to use InputStream/openRawResource or BitmapFactory to read in the file. Third because it's very useful to be able to use in a portable library.