Vertex positions and an UV coords don't get passed properly to the vertex shader

EDIT: The title should read ‘Vertex colors’ not ‘Vertex positions’
Hello, I’m new to OpenGL and I’m currently messing around with using properties in my shaders. I tried to display a rotating textured rectangle and got the ‘rotating’ and ‘rectangle’ parts right, but I cannot force OpenGL to texture it. For the purpose of debugging I got rid of the texture and decided to draw uv coordinates instead (while also passing unused vertex color to the shader) - to no effect. It would be greatly appreciated if any of you could provide some help.

Here’s the code:

main.cpp:


#include <iostream>
#include <GL/glew.h>

#include <GL/glfw3.h>

#include <GL/glm/glm.hpp>
#include <GL/glm/gtc/matrix_transform.hpp>
#include <GL/glm/gtc/type_ptr.hpp>

#include "Shader.h"

// Window dimensions
const GLuint WIDTH = 800, HEIGHT = 600;

int main()
{
	glfwInit();

	// Set all the required options for GLFW
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
	glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

	glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);

	GLFWwindow *window = glfwCreateWindow(WIDTH, HEIGHT, "OpenGL Test", nullptr, nullptr);

	int screenWidth, screenHeight;
	glfwGetFramebufferSize(window, &screenWidth, &screenHeight);

	if (nullptr == window)
	{
		std::cout << "Failed to create GLFW window" << std::endl;
		glfwTerminate();

		return EXIT_FAILURE;
	}

	glfwMakeContextCurrent(window);
	glewExperimental = GL_TRUE;

	if (GLEW_OK != glewInit())
	{
		std::cout << "Failed to initialize GLEW" << std::endl;
		return EXIT_FAILURE;
	}

	glViewport(0, 0, screenWidth, screenHeight);

	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	// Build and compile the shader program - core.vs and core.frag hold vertex and fragment shader code, respectively
	Shader shader("core.vs", "core.frag");

	// Set up vertex data (and buffer(s)) and attribute pointers
	GLfloat vertices[] =
	{
		// Positions          // Colors           // uv coords
		0.5f,  0.5f, 0.0f,   1.0f, 0.0f, 0.0f,   1.0f, 1.0f, // Top Right
		0.5f, -0.5f, 0.0f,   0.0f, 1.0f, 0.0f,   1.0f, 0.0f, // Bottom Right
		-0.5f, -0.5f, 0.0f,  0.0f, 0.0f, 1.0f,   0.0f, 0.0f, // Bottom Left
		-0.5f,  0.5f, 0.0f,  1.0f, 1.0f, 0.0f,   0.0f, 1.0f  // Top Left
	};

	GLuint indices[] =
	{  // Note that we start from 0!
		0, 1, 2, // Bottom right half of the rectangle
		2, 3, 0  // Top left half
	};

	GLuint VBO, VAO, EBO;
	glGenVertexArrays(1, &VAO);  //generate Vertex Array Object
	//generate buffers
	glGenBuffers(1, &VBO);
	glGenBuffers(1, &EBO);

	glBindVertexArray(VAO); //bind VAO

	// bind buffers:
	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

	// set attributes:
	// Position
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid *)0);
	glEnableVertexAttribArray(0);

	// Color
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid *)(3 * sizeof(GLfloat)));
	glEnableVertexAttribArray(1);

	// UV
	glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid *)(6 * sizeof(GLfloat)));
	glEnableVertexAttribArray(2);

	glBindVertexArray(0); //Unbind VAO							  
	
	// Game loop
	while (!glfwWindowShouldClose(window))
	{
		glfwPollEvents(); 

		// Render
		// Clear the colorbuffer
		glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT);

		shader.Use();

		glm::mat4 transform;
		transform = glm::translate(transform, glm::vec3(0.0f, 0.0f, 0.0f));
		transform = glm::rotate(transform, (GLfloat)glfwGetTime() * -5.0f, glm::vec3(0.0f, 0.0f, 1.0f));

		GLint transformLoc = glGetUniformLocation(shader.GetProgram(), "transform");
		glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(transform));
		
		// Draw
		glBindVertexArray(VAO);
		glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);		
		glBindVertexArray(0);

		// Swap the screen buffers
		glfwSwapBuffers(window);
	}

	// Deallocate
	glDeleteVertexArrays(1, &VAO);
	glDeleteBuffers(1, &VBO);
	glDeleteBuffers(1, &EBO);

	glfwTerminate();

	return EXIT_SUCCESS;
}


Shader.h


#pragma once

#include <string>
#include <fstream>
#include <sstream>
#include <iostream>

#include <GL/glew.h>

class Shader
{
protected:
	GLuint mProgram;
public:
	Shader(const GLchar* vertexPath, const GLchar* fragmentPath)
	{
		std::string vertexCode;
		std::string fragmentCode;
		std::ifstream vShaderFile;
		std::ifstream fShaderFile;

		vShaderFile.exceptions(std::ifstream::badbit);
		fShaderFile.exceptions(std::ifstream::badbit);

		try
		{
			vShaderFile.open(vertexPath);
			fShaderFile.open(fragmentPath);
			std::stringstream vShaderStream, fShaderStream;

			vShaderStream << vShaderFile.rdbuf();
			fShaderStream << fShaderFile.rdbuf();

			vertexCode = vShaderStream.str();
			fragmentCode = fShaderStream.str();
		}
		catch (std::ifstream::failure e)
		{
			std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ" << std::endl
				<< "Reason: " << e.what() << std::endl;
			system("pause");
		}
		const GLchar* vShaderCode = vertexCode.c_str();
		const GLchar* fShaderCode = fragmentCode.c_str();

		GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
		glShaderSource(vertexShader, 1, &vShaderCode, NULL);
		glCompileShader(vertexShader);

		GLint success;
		GLchar infoLog[512];

		glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
		if (!success)
		{
			glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
			std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED
" << infoLog << std::endl;
		}

		GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
		glShaderSource(fragmentShader, 1, &fShaderCode, NULL);
		glCompileShader(fragmentShader);
		glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);

		if (!success)
		{
			glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
			std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED
" << infoLog << std::endl;
		}

		mProgram = glCreateProgram();
		glAttachShader(mProgram, vertexShader);
		glAttachShader(mProgram, fragmentShader);
		glLinkProgram(mProgram);

		glGetProgramiv(mProgram, GL_LINK_STATUS, &success);

		if (!success)
		{
			glGetProgramInfoLog(mProgram, 512, NULL, infoLog);
			std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED
" << infoLog << std::endl;
		}

		glDeleteShader(vertexShader);
		glDeleteShader(fragmentShader);
	}

	void Use()
	{
		glUseProgram(mProgram);
	}

	const GLuint& GetProgram() const { return mProgram; }
};

core.vs (vertex shader)


#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 color;
layout (location = 2) in vec2 uv;

out vec3 outColor;
out vec2 outUv;

uniform mat4 transform;

void main()
{
	gl_Position = transform * vec4( position.x, position.y, position.z, 1.0 );
	outColor = color;
	outUv= vec2( uv.x, 1.0 - uv.y);
};

core.frag (fragment shader)


#version 330 core
in vec3 inColor;
in vec2 uv;

out vec4 finalColor;

uniform sampler2D  texture_1;

void main()
{
	finalColor = vec4( uv, 1.0f, 1.0f); //texture(texture_1, uv) * vec4( inColor, 1.0f ); 
};

The result that I get is a rotating rectangle that’s uniformly blue - that would indicate that UVs are zeroed-out. I also tried to display vertex color only and it’s black.