Hey all, I know this probably a pretty simple question but I must be missing something because I can't get it to display or use the proper coordinates. Heres the code I have so far:

Code :
//Init Reasources
GLfloat cube_vertices[] = {
        // front
        -1.0, -1.0,  1.0,
        1.0, -1.0,  1.0,
        1.0,  1.0,  1.0,
        -1.0,  1.0,  1.0,
        // back
        -1.0, -1.0, -1.0,
        1.0, -1.0, -1.0,
        1.0,  1.0, -1.0,
        -1.0,  1.0, -1.0,
 
       //etc
    };
    glGenBuffers(1, &vbo_cube_vertices);
    glBindBuffer(GL_ARRAY_BUFFER, vbo_cube_vertices);
    glBufferData(GL_ARRAY_BUFFER, sizeof(cube_vertices), cube_vertices, GL_STATIC_DRAW);
 
//Shader and attribute creation:
if ((vs = create_shader("triangle.v.glsl", GL_VERTEX_SHADER))   == 0) return 0;
if ((fs = create_shader("triangle.f.glsl", GL_FRAGMENT_SHADER)) == 0) return 0;
 
    const char* attribute_name;
    attribute_name = "coord3d";
    attribute_coord3d = glGetAttribLocation(program, attribute_name);
 
    attribute_name = "v_color";
    attribute_v_color = glGetAttribLocation(program, attribute_name);
 
    const char* uniform_name;
    uniform_name = "mvp";
    uniform_mvp = glGetUniformLocation(program, uniform_name);
 
 
 
 
//On display
glClearColor(1.0, 1.0, 1.0, 1.0);
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
 
    glUseProgram(program);
    glEnableVertexAttribArray(attribute_coord3d);
    // Describe our vertices array to OpenGL (it can't guess its format automatically)
    glBindBuffer(GL_ARRAY_BUFFER, vbo_cube_vertices);
    glVertexAttribPointer(
                          attribute_coord3d, // attribute
                          3,                 // number of elements per vertex, here (x,y,z)
                          GL_FLOAT,          // the type of each element
                          GL_FALSE,          // take our values as-is
                          0,                 // no extra data between each position
                          0                  // offset of first element
                          );
 glDrawArrays(GL_ARRAY_BUFFER, 0, 3);
 glDisableVertexAttribArray(attribute_coord3d);
    glDisableVertexAttribArray(attribute_v_color);
    glutSwapBuffers();
Code :
//Shaders:
 
//Vertex:
 
attribute vec3 coord3d;	
attribute vec3 v_color;	
uniform mat4 mvp;	
varying vec3 f_color;	
void main(void) {
 
  gl_Position = mvp * vec4(coord3d, 1.0);
 
  f_color = v_color;
 
}
 
 
//Fragment:
varying vec3 f_color;
 
void main(void) {	
  gl_FragColor = vec4(f_color.x, f_color.y, f_color.z, 1.0);
 
}

I think I posted all relevant code, if not let me know! And Thanks! Oh and heres the link of the tutorial I was learning from: OpenGl Programming