text: #include <glad/glad.h>
  #include <GLFW/glfw3.h>
  
  #include <iostream>
  
  const char* vertexShaderSource = "#version 330 core\n"
  "layout (location = 0) in vec3 aPos;\n"
  "void main()\n"
  "{\n"
  "   gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
  "}\0";
  
  const char* fragmentShaderSource = "#version 330 core\n"
  "out vec4 FragColor;"
  "void main()\n"
  "{\n"
  "	FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
  "}\0";
  
  void framebuffer_size_callback(GLFWwindow* window, int width, int height)
  {
  	glViewport(0, 0, width, height);
  }
  
  void processInput(GLFWwindow* window)
  {
  	if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
  	{
  		glfwSetWindowShouldClose(window, true);
  	}
  }
  
  int main()
  {
  	glfwInit();
  	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
  	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
  	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
  
  	#ifdef __APPLE__
  	glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
  	#endif
  
  	// GLFW window creation
  	GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
  	if (window == NULL)
  	{
  		std::cout << "Failed to create GLFW window" << std::endl;
  		glfwTerminate();
  		return -1;
  	}
  	glfwMakeContextCurrent(window);
  	glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
  
  	// GLAD: load all OpenGL function pointers
  	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
  	{
  		std::cout << "Failed to initialize GLAD" << std::endl;
  		return -1;
  	}
  
  	// Triangle vertices
  	float vertices[] = {
  		-0.5f, -0.5f, 0.0f,
  		 0.5f, -0.5f, 0.0f,
  		 0.0f,  0.5f, 0.0f
  	};
  
  	// VBO initialization
  	unsigned int VBO;
  	glGenBuffers(1, &VBO);
  
  	// VAO initialization
  	unsigned int VAO;
  	glGenVertexArrays(1, &VAO);
  
  	// Bind Vertex Array Object
  	glBindVertexArray(VAO);
  	// Copy vertices in Vertex Buffer Object for OpenGL to use
  	glBindBuffer(GL_ARRAY_BUFFER, VBO);
  	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
  	// Set vertex attribute pointers
  	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
  	glEnableVertexAttribArray(0);
  
  	// Render loop
  	while (!glfwWindowShouldClose(window))
  	{
  		// Process input
  		processInput(window);
  
  		// Rendering commands
  		glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
  		glClear(GL_COLOR_BUFFER_BIT);
  
  
  
  		// Used for error checking
  		int success;
  		char infoLog[512];
  
  		// Vertex shader
  		unsigned int vertexShader;
  		vertexShader = glCreateShader(GL_VERTEX_SHADER);
  		glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
  		glCompileShader(vertexShader);
  		glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
  		if (!success)
  		{
  			glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
  			std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
  		}
  
  		// Fragment shader
  		unsigned int fragmentShader;
  		fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
  		glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
  		glCompileShader(fragmentShader);
  		glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
  		if (!success)
  		{
  			glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
  			std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
  		}
  
  		unsigned int shaderProgram;
  		shaderProgram = glCreateProgram();
  		glAttachShader(shaderProgram, vertexShader);
  		glAttachShader(shaderProgram, fragmentShader);
  		glLinkProgram(shaderProgram);
  		glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
  		if (!success)
  		{
  			glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
  			std::cout << "ERROR::SHADER::PROGRAM::LINKING_ERROR\n" << infoLog << std::endl;
  		}
  		glDeleteShader(vertexShader);
  		glDeleteShader(fragmentShader);
  
  		glUseProgram(shaderProgram);
  		glBindVertexArray(VAO);
  
  		// Check and call events
  		glfwPollEvents();
  		// Swap the buffers
  		glfwSwapBuffers(window);
  	}
  
  	glfwTerminate();
  	return 0;
  }
  
  