It can be displayed normally with the shader below, but the image is upside down.
!!ARBfp1.0
TEX result.color, fragment.texcoord, texture[0], RECT;
END
So I'am trying to flip the Y-axis of the texcoord, like:
!!ARBfp1.0
TEMP uv;
MOV uv, fragment.texcoord;
ADD uv.y, 1.0, -fragment.texcoord.y;
TEX result.color, uv, texture[0], RECT;
END
It not work. I am not familiar with OpenGL ARB assembly language.
I found the reference of the TEX instruction here, it says
Takes the first three components of the source vector to sample from the specified texture target on the specified texture image unit.
I doubt that fragment.texcoord is the same as texcoord in GLSL, where sampling coordinates only use two components.