Problem with orthonormal matrix

Hello, I have a problem that I can’t solve and maybe I’m missing something.
I access opengl through my language (forth/r3) through the SDL2 library, so it is not a standard access and I control the construction of matrices and I see what happens with opengl through GLIntercept.
I already built many examples and they work fine, but I ran into a problem.
When I use an orthonormal array to draw text and rectangles, it only takes something like a third of the top screen and then warps the rest.

this is two screen with this behavior.

the shader…

#version 330 core
uniform vec4 fgColor;
out vec4 FragColor;
void main()
{
FragColor = fgColor;
}

#version 330 core
layout (location = 0) in vec2 aPos;

uniform mat4 projection;

void main()
{
	gl_Position = projection * vec4(aPos.x, aPos.y, 0.0, 1.0);
}

projection is the matrix for orthonormal for a screen 800x600 (I see is correct in glintercept)

Any advice? thank’s

Forget it, the mistake was somewhere else