ERROR::SHADER::COMPILATION_FAILEDERROR: 0:5: Use of undeclared identifier ‘pozition’

Пытаюсь нарисовать треугольник, по этому видеоуроку… https://www.youtube.com/watch?v=EIpxcNl2WJU&t=122s но выводится пустое окно и не чего не рисуется..введите сюда описание изображения чел в видео использует ide “xcode” я тоже на этой ide

#include <iostream> #define GLEW_STATIC #include <GL/glew.h> #include <GLFW/glfw3.h>  using namespace std;  const GLint WIDTH = 800, HEIGTH = 600;  const GLchar *vertexShaderSource = "#version 330 core\n" "layout (location = 0) in vec3 position;\n" "void main()\n" "{\n" "gl_Position = vec4(position.x, position.y, pozition.z, 1.0);\n" "}";    const GLchar *fragmentShaderSource = "#version 330 core\n" "out vec4 color;\n" "void main () \n" "{\n" "color = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n" "}";    int main () {      glfwInit();      glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);     glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);     glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);     glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);     glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);      GLFWwindow *window = glfwCreateWindow (WIDTH, HEIGTH, "Learn OpenGL", nullptr, nullptr);      int screenWidth, screenHeight;      glfwGetFramebufferSize (window, &screenWidth, &screenHeight);     if (nullptr == window) {         cout<<"Failed to create GLFW window"<<endl;         glfwTerminate ();         return EXIT_FAILURE;     }      glfwMakeContextCurrent(window);     glewExperimental = GL_TRUE;      if (GLEW_OK != glewInit()) {         cout<<"Failed to initialize GLEW"<<endl;         return EXIT_FAILURE;     }      glViewport (0, 0, screenWidth, screenHeight);      GLuint vertexShader = glCreateShader (GL_VERTEX_SHADER);      glShaderSource (vertexShader, 1, &vertexShaderSource, NULL );     glCompileShader (vertexShader);      GLint success;     GLchar infoLog[512];      glGetShaderiv (vertexShader, GL_COMPILE_STATUS, &success);     if (!success) {         glGetShaderInfoLog (vertexShader, 512, NULL, infoLog);         cout<<"ERROR::SHADER::COMPILATION_FAILED"<<infoLog<<endl;     }      GLuint 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);         cout<<"ERROR::FRAGMENT::COMPILATION_FAILED"<<infoLog<<endl;     }     GLuint shaderProgram = glCreateProgram ();      glAttachShader (shaderProgram, vertexShader);     glAttachShader (shaderProgram, fragmentShader);     glLinkProgram (shaderProgram);      glGetProgramiv (shaderProgram, GL_LINK_STATUS, &success);      if (!success) {         glGetProgramInfoLog (shaderProgram, 512, NULL, infoLog);         cout<<"ERROR::PROGRAM::LINKING_FAILED"<<infoLog<<endl;     }      glDeleteShader (vertexShader);     glDeleteShader (fragmentShader);      GLfloat vertices [] {         -0.5f, -0.5f, 0.0f,         0.5f, -0.5f, 0.0f,         0.0f, 0.5f, 0.0f     };     GLuint VBO, VAO;     glGenVertexArrays (1, &VAO);     glGenBuffers (1, &VBO);      glBindVertexArray (VAO);     glBindBuffer(GL_ARRAY_BUFFER, VBO);     glBufferData (GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);      glVertexAttribPointer (0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof (GLfloat), (GLvoid *) 0);     glEnableVertexAttribArray (0);      glBindBuffer (GL_ARRAY_BUFFER, 0);      glBindVertexArray (0);      while (!glfwWindowShouldClose(window)) {          glfwPollEvents();          glClear (GL_COLOR_BUFFER_BIT);          glUseProgram ( shaderProgram );         glBindVertexArray ( VAO );         glDrawArrays(GL_TRIANGLES, 0, 3);         glBindVertexArray (0);          glfwSwapBuffers (window);     }     glDeleteVertexArrays (1, &VAO);     glDeleteBuffers (1, &VBO);     glfwTerminate ();     return EXIT_SUCCESS; }