Upgrading my shaders to 3.3

I have a VboMesh I’m drawing with some shaders using OpenGL 2.X:

.vert
#version 120

uniform float rotation = 1.0;

mat4 rotationMatrix(vec3 axis, float angle)
{
    axis = normalize(axis);
    float s = sin(angle);
    float c = cos(angle);
    float oc = 1.0 - c;
    
    return mat4(oc * axis.x * axis.x + c,           oc * axis.x * axis.y - axis.z * s,  oc * axis.z * axis.x + axis.y * s,  0.0,
                oc * axis.x * axis.y + axis.z * s,  oc * axis.y * axis.y + c,           oc * axis.y * axis.z - axis.x * s,  0.0,
                oc * axis.z * axis.x - axis.y * s,  oc * axis.y * axis.z + axis.x * s,  oc * axis.z * axis.z + c,           0.0,
                0.0,                                0.0,                                0.0,                                1.0);
}

void main() {
	vec3 axis = vec3(1.0, 0.0, 0.0);
	gl_TexCoord[0] = gl_MultiTexCoord0;	
	vec4 pos = gl_ProjectionMatrix * gl_ModelViewMatrix * rotationMatrix(axis, rotation*10.0) * gl_Vertex;
	gl_Position = pos;
	vec4 col = gl_Color;
	gl_FrontColor =  col;	
}

.frag
#version 120

void main() {
	gl_FragColor = gl_Color;    
}

Here’s the C++ code where the shader is being used (in draw()):

shader.begin();
shader.setUniform1f("rotation", rotateAccelX);
ofPushMatrix();
ofTranslate(ofGetWidth()/2, ofGetHeight()/2);
vboMesh.drawVertices();
ofPopMatrix();
shader.end();

I’m trying to run this in 3.3 and onwards but I can seem to get the colors to draw at all, I just get a blank screen with no errors, here are the shaders I’ve tried to use:

.vert
#version 330

layout (location = 0) in vec4 position;
layout (location = 1) in vec4 color;
 
smooth out vec4 theColor;
 
void main()
{
    gl_Position = position;
    theColor = color;
}

.frag
#version 330

smooth in vec4 theColor;
 
out vec4 outputColor;
 
void main()
{
    outputColor = theColor;
}

Just getting a blank screen. How can I fix/rewrite my previous shaders to work with OpenGL 3.3?