I have this code which is context \"#version 330 core\"
gl_Position = PerspectiveViewMatrix(90.0, AspectRatio, 0.01, 1000.0 )
I'm not too familiar with GLSL 3.3, but I bet that PerspectiveViewMatrix (is it even builin functionality?) constructs matrix that replaces old builtin gl_ProjectionMatrix
gl_ModelViewMatrix in general is the product of object's transformation matrix in world space and its own "local" transformation, so it can be defined as the product of TranslationMatrix, RotationMatrix and TransformationMatrix.
You need to send all the matrices to the shader yourself, e.g. as uniforms. These matrices you need to build yourself (e.g. using GLM). Lazy example for a projection matrix:
// in your app
std::array projection;
glMatrixMode(GL_PROJECTION);
glPushMatrix();
gluOrtho(...);
glGetFloatv(GL_PROJECTION_MATRIX, projection.data());
glPopMatrix();
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramID, "ProjectionMatrix"), 1, GL_FALSE, projection.data());
// in vertex shader
uniform mat4 ProjectionMatrix;
in vec4 InVertex;
void main() {
gl_Position = ProjectionMatrix * InVertex;
}