Shader(GLSL) , changing the z value of vertex

Hi ,

Im try to use shader in cocos2dx to modify a vertexCoordinate’s z value in vertex shader. Have used CC_MVPMatrix also but no use , the zValue is not taken into account.

vertex shader :

attribute vec4 a_position;
attribute vec2 a_texCoord;
attribute vec4 a_color;
					
varying vec4 v_fragmentColor;
varying vec2 v_texCoord;
								
void main()	
{
	gl_Position = CC_PMatrix * vec4( a_position.x , a_position.y , a_position.z*CC_Time[0]  , 1 ) ;
	v_fragmentColor = a_color;
	v_texCoord = a_texCoord;
}

in cocos :

GLProgram * p = new GLProgram();
    p->initWithFilenames("shader.vsh", "shader.fsh");
    p->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION);
    p->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_COLOR, GLProgram::VERTEX_ATTRIB_COLOR);
    p->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORDS);
    p->link();
    p->updateUniforms();
    
    bg->setGLProgram(p);

if anyone has any idea regarding this , please comment…

SOLVED … horrible mistake … apologies