I'm no expert on GLSL so a lot of this will be guesswork, but here goes.
Regarding rubyTexCoord, personally I've never had problems putting something like this in my fragment shader:
uniform sampler2D texture;
...
vec4 texel = texture2D(texture, gl_TexCoord[0].xy);
Did you put gl_TexCoord in the vertex shader? Because I know that would produce errors.
rubyVertexCoord I think might just be gl_Vertex.
rubyMVPMatrix is just a parameter being passed to the vertex shader so its name is irrelevant, you need to set a value for it, or else use something like:
gl_Position = ftransform();
or
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;