I don’t know where I could send this, so I post it here in the hope that a NVidia dev see it.
I have found some bugs in GLSL NVidia’s implementation:
-There is a conflict between gl_ClipVertex, gl_TexCoord[X] and varyings.
-faceforward returns a cast warning
In the code linked here, if you uncomment the workaround line in the fragment you will get the correct result (ie: a green triagle). Commenting the gl_ClipVertex in the vertex program also disable the bug.