Hello

If I understand well, in the vertex shader, the gl_Position built-in variable should get a clip-space value, that means a value between [-1,-1,-1,1] and [1,1,1,1].

So if my vertex shader is

"
#version 330 core
main()
{
gl_Position=vec4(0,0,0,1);
}
"

and my fragment shader is

"
#version 330 core

out vec4 color;

main()
{
color=vec4(1,0,0,1);
}
"

for anything drawn with "glDrawArrays(...);" juste before swapping the buffers,I should see a red point in the middle of the screen.
But it doesn't work, someone could explain me where is the mistake?

Thanks for the help
Cathy L.