Index: new-game.cpp
===================================================================
--- new-game.cpp	(revision 516668e090ff32f4358c33c089b73a527ea50e15)
+++ new-game.cpp	(revision 644a2e46738c83b6f97bec2d47aaede3076b7e49)
@@ -21,5 +21,5 @@
       return 1;
    }
-   glfwMakeContextCurrent	(window);
+   glfwMakeContextCurrent(window);
    glewExperimental = GL_TRUE;
    glewInit();
@@ -43,5 +43,5 @@
    glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
 
-   GLuint vao=0;
+   GLuint vao = 0;
    glGenVertexArrays(1, &vao);
    glBindVertexArray(vao);
@@ -50,4 +50,40 @@
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
 
+   const char* vertex_shader =
+   "#version 410\n"
+   "in vec3 vp;"
+   "void main() {"
+   "   gl_Position = vec4(vp, 1.0);"
+   "}";
+
+   GLuint vs = glCreateShader(GL_VERTEX_SHADER);
+   glShaderSource(vs, 1, &vertex_shader, NULL);
+   glCompileShader(vs);
+
+   const char* fragment_shader =
+   "#version 410\n"
+   "out vec4 frag_color;"
+   "void main() {"
+   "   frag_color = vec4(0.5, 0.0, 0.5, 1.0);"
+   "}";
+
+   GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
+   glShaderSource(fs, 1, &fragment_shader, NULL);
+   glCompileShader(fs);
+
+   GLuint shader_program = glCreateProgram();
+   glAttachShader(shader_program, vs);
+   glAttachShader(shader_program, fs);
+   glLinkProgram(shader_program);
+
+   while (!glfwWindowShouldClose(window)) {
+      glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+      glUseProgram(shader_program);
+      glBindVertexArray(vao);
+      glDrawArrays(GL_TRIANGLES, 0, 3);
+      glfwPollEvents();
+      glfwSwapBuffers(window);
+   }
+
    glfwTerminate();
    return 0;
