Points not displaying in the view

hi all,
here I’m going to display a number of points in the view.But I cannot see any output.Can anyone plz help me with this.

#include<iostream>
#include<glad/glad.h>
#include<GLFW/glfw3.h>

// Vertex Shader

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";
//Fragment Shader source code
const char* fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
"   FragColor = vec4(0.8f, 0.3f, 0.02f, 1.0f);\n"
"}\n\0";



int main()
{
	// Initialize GLFW
	glfwInit();

	

	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	

	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

	

	GLFWwindow* window = glfwCreateWindow(800, 800, "OpenGL", NULL, NULL);
	// Error check if the window fails to create
	if (window == NULL)
	{
		std::cout << "Failed to create GLFW window" << std::endl;
		glfwTerminate();
		return -1;
	}
	
	glfwMakeContextCurrent(window);

	
	gladLoadGL();
	
	glViewport(0, 0, 800, 800);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();  
	glOrtho(0, SCREEN_WIDTH, 0, SCREEN_HEIGHT, 0, 1000); 
        glLoadIdentity(); 


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

	
	GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
        glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
        glCompileShader(fragmentShader);

	
	GLuint shaderProgram = glCreateProgram();
	
	glAttachShader(shaderProgram, vertexShader);
	glAttachShader(shaderProgram, fragmentShader);
	
	glLinkProgram(shaderProgram);

	// Delete the now useless Vertex and Fragment Shader objects
	glDeleteShader(vertexShader);
	glDeleteShader(fragmentShader);



	// Vertices coordinates
	GLfloat vertices[] =
	{
0.880204	,60.1862		,	4.91689,
0.966022	,60.1704		,	4.72757,
1.03989		, 60.1549		,	4.53326
	};

	// Create reference containers for the Vartex Array Object and the Vertex Buffer Object
	GLuint VAO, VBO;

	// Generate the VAO and VBO with only 1 object each
	glGenVertexArrays(1, &VAO);
	glGenBuffers(1, &VBO);

	// Make the VAO the current Vertex Array Object by binding it
	glBindVertexArray(VAO);

	// Bind the VBO specifying it's a GL_ARRAY_BUFFER
	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	// Introduce the vertices into the VBO
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

	// Configure the Vertex Attribute so that OpenGL knows how to read the VBO
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
	// Enable the Vertex Attribute so that OpenGL knows to use it
	glEnableVertexAttribArray(0);

	// Bind both the VBO and VAO to 0 so that we don't accidentally modify the VAO and VBO we created
	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindVertexArray(0);



	// Main while loop
	while (!glfwWindowShouldClose(window))
	{
		// Specify the color of the background
		glClearColor(0.07f, 0.13f, 0.17f, 1.0f);
		// Clean the back buffer and assign the new color to it
		glClear(GL_COLOR_BUFFER_BIT);
		// Tell OpenGL which Shader Program we want to use
		glUseProgram(shaderProgram);
		// Bind the VAO so OpenGL knows to use it
		glBindVertexArray(VAO);
		// Draw the triangle using the GL_TRIANGLES primitive
		glDrawArrays(GL_POINTS, 0, 3);
		// Swap the back buffer with the front buffer
		glfwSwapBuffers(window);
		// Take care of all GLFW events
		glfwPollEvents();
	}



	// Delete all the objects we've created
	glDeleteVertexArrays(1, &VAO);
	glDeleteBuffers(1, &VBO);
	glDeleteProgram(shaderProgram);
	// Delete window before ending the program
	glfwDestroyWindow(window);
	// Terminate GLFW before ending the program
	glfwTerminate();
	return 0;
}

I think… the vertices might need to be in another space, try setting the floats to values between 0 and 1.