Yes that's right the never ending story...
I've gone through a lot now tested different editors, tools, plugins and there's always something not the way I wanted. I think most people here know what I mean.
So recently I began searching for another solution (again). I came across a pretty nice solution in a forum post from like ages.
The main idea is to let your c-compiler think that .glsl files are to be parsed as header files. Not overwhelmingly new so far. But then you can go ahead an write another include file that defines all the glsl names and symbols and you are basically done, fore the c-compiler does the rest.
I took a liking to it and spend a night long crawling the glsl reference pages copy pasting function definitions and so on. Ill gladly share the result with you: https://github.com/Wh0p/Wh0psGarbageDump
You are free to test and improve this yourself! (However, I am totally new to all this git stuff and might need some time to figure this out)
Just have a look at the example on the bottom, how it looks in Visual Studio...
Still there are some drawbacks, you have to write a preprocessor that resolves or stripps the "#include" directives from the .glsl file.
The syntax for uniform buffer is somewhat broke.
Sooo, tell me if you like/hate/ignore it, or even have a better solution to this. Personally I think I have found a solution I can be happy with (for the time being).