What`s wrong with my geometry shader?Cant be discern

my geom code :

layout (points) in;
layout (triangle_strip, max_vertices = 5) out;

in VS_OUT {
    vec3 color;
} gs_in[];

out vec3 fColor;

void build_house(vec4 position)
{    
    fColor = gs_in[0].color; // gs_in[0] since there's only one input vertex
    gl_Position = position + vec4(-0.2, -0.2, 0.0, 0.0); // 1:bottom-left   
    EmitVertex();   
    gl_Position = position + vec4( 0.2, -0.2, 0.0, 0.0); // 2:bottom-right
    EmitVertex();
    gl_Position = position + vec4(-0.2,  0.2, 0.0, 0.0); // 3:top-left
    EmitVertex();
    gl_Position = position + vec4( 0.2,  0.2, 0.0, 0.0); // 4:top-right
    EmitVertex();
    gl_Position = position + vec4( 0.0,  0.4, 0.0, 0.0); // 5:top
    EmitVertex();
    EndPrimitive();
}

void main() {    
    build_house(gl_in[0].gl_Position);
}

my files name:
geometry_shadertest_gs.geom
and error message


I just want konw What reasons could be, Thanks for any respondent

If that is the totality of your shader, it is missing a #version declaration at the top of the shader. Without a proper declaration, the compiler assumes that it is GLSL 1.10, which doesn’t support any of the mechanisms for geometry shaders.

Oh,my mistake,i forgat copy the top line of my code, it is #version 330 core ,but it didnt work well actually,Could be other reasons?