matrix calculations dont work

Hi,

I'm came over a problem which I can't figure out. I want to move the camera position but nothing happens. I looked over some code examples but I still have no idea whats going wrong. Could somebody give me a hint? =/

Thanks. =)

Code :

void MainWindow::display()
{
glUseProgram(program);
//setup model matrix
glm::mat4 model = glm::mat4(1.0f);
model *= glm::mat4(1.0f);
//setup view matrix
glm::mat4 view = glm::mat4(1.0f);
view *= glm::lookAt(glm::vec3(0.0f, 0.0f, 10.0f), //eye
glm::vec3(0.0f, 0.0f, 0.0f), //center
glm::vec3(0.0f, 1.0f, 0.0f)); //up-vector
//setup projection matrix - [fovy, aspect, zNear, zFar]
glm::mat4 projection = glm::mat4(1.0f);
projection *= glm::perspective(45.0f, 1.0f, 0.1f, 20.0f);
//calculate matrix
glm::mat4 vertrexTransform = projection * view * model;
//send our matrices to the shader
glUniformMatrix4fv(glGetUniformLocation(program, uniform_mvp), 1, GL_FALSE, glm::value_ptr(vertrexTransform));
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnableVertexAttribArray(verticesLocation);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableVertexAttribArray(verticesLocation);
glutSwapBuffers();
}

GLSL:

Code :

#version 330
in vec3 vertices;
uniform mat4 ModelViewProjectionMatrix;
void main(void)
{
gl_Position = ModelViewProjectionMatrix * vec4(vertices, 1.0);
}