Cannot get the cube colored

Hi,

I’m writing this code but I can’t figure out why the cube is still in white:

        GLuint VAO;
	glGenVertexArrays(1, &VAO);
	glBindVertexArray(VAO);

	/* ALLOCATE THE BUFFER FOR OPENGL USE */
	unsigned int buffer;
	GLuint normal;
	GLuint col;
	/* GENERATE THE BUFFER (1 BUUFER) */
	glGenBuffers(1, &buffer);
	
	/* SELECT THAT BUFFER TO WORK WITH */
	glBindBuffer(GL_ARRAY_BUFFER, buffer);
	
	glBufferData(GL_ARRAY_BUFFER, RealPositions.size()*sizeof(float), RealPos, GL_STATIC_DRAW);

	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
	glEnableVertexAttribArray(0);

	

	glGenBuffers(1, &col);
	glBindBuffer(GL_ARRAY_BUFFER, col);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_color), vertex_color, GL_STATIC_DRAW);
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
	glEnableVertexAttribArray(1);

this is my fragment shader:

#version 330 core
in vec3 vs_color;
out vec4 gl_FragColor;

void main()
{
	gl_FragColor =  vec4(1.0, 0.7, 0.0, 1.0);
}

and this is my vertex shader:

#version 330 core


layout (location = 0) in vec3 RealPos;
layout (location = 1) in vec3 vertex_color;
out vec3 vs_pos;
out vec3 vs_color;

void main()
{
	vs_pos = RealPos;
	vs_color = vertex_color
	gl_Position = vec4(vs_pos, 1.0);
}

I use the Intel HD Graphics 5500 and I installed the last driver from HP website.

can someone help me? why I only get a white Cube?

If you’re getting white rather than orange (1.0, 0.7, 0.0), I’d assume that the shader program isn’t being used and it’s using the fixed-function pipeline (in the compatibility profile, generic attribute zero is the vertex position).

Check the compilation and linking status with glGetShaderInfoLog and glGetProgramInfoLog. Also, check whether glUseProgram or the draw call report errors.