diff --git a/README.md b/README.md
index 14bc8121dc202e684f333a4497f658d7313d92ee..e0c64d92ab7b6d28d0b2a074d25ecd93d2293969 100644
--- a/README.md
+++ b/README.md
@@ -1,93 +1,147 @@
-# LWJGL-Triangle
+# TriangleGPURenderer
+
+Very simplistic GPU renderer of a triangle gradient using LWJGL and some GLSL for the vertex and fragment shader files.
+Author: [[sebastian.albu@tugraz.at](mailto:sebastian.albu@tugraz.at)]
+
+---
+
+# Simple Triangle Renderer with LWJGL and GLSL
+
+This project demonstrates a real-time rendering example using **LWJGL (Lightweight Java Game Library)** and **GLSL shaders**. It draws a simple triangle that dynamically changes colors based on time.
+
+## Features
+- **Real-time Rendering**: Renders a triangle with OpenGL.
+- **GLSL Shaders**: Uses vertex and fragment shaders to process geometry and apply dynamic color effects.
+- **GLFW Integration**: Manages the window and rendering loop.
+
+---
 
-
-
-## Getting started
-
-To make it easy for you to get started with GitLab, here's a list of recommended next steps.
-
-Already a pro? Just edit this README.md and make it your own. Want to make it easy? [Use the template at the bottom](#editing-this-readme)!
-
-## Add your files
-
-- [ ] [Create](https://docs.gitlab.com/ee/user/project/repository/web_editor.html#create-a-file) or [upload](https://docs.gitlab.com/ee/user/project/repository/web_editor.html#upload-a-file) files
-- [ ] [Add files using the command line](https://docs.gitlab.com/ee/gitlab-basics/add-file.html#add-a-file-using-the-command-line) or push an existing Git repository with the following command:
-
-```
-cd existing_repo
-git remote add origin https://gitlab.tugraz.at/B68DC7FA01113758/lwjgl-triangle.git
-git branch -M main
-git push -uf origin main
+## Project Structure
+
+### Source Files
+| File                          | Description                                                                                          |
+|-------------------------------|------------------------------------------------------------------------------------------------------|
+| `GpuRenderer.java`            | The main rendering logic. Sets up OpenGL, compiles shaders, and manages the rendering loop.          |
+| `ShaderUtils.java`            | Utility class for loading, compiling, and linking GLSL shaders.                                      |
+| `vertexShader.vert`           | Vertex shader: Handles geometry transformation and passes color data to the fragment shader.         |
+| `fragmentShader.frag`         | Fragment shader: Handles pixel-level coloring, including the real-time dynamic color-changing effect. |
+
+### GLSL Files
+| File                     | GLSL Functionality                                                                                          |
+|--------------------------|-------------------------------------------------------------------------------------------------------------|
+| `vertexShader.vert`      | - Transforms vertex positions to clip space.<br>- Passes vertex colors (`vColor`) to the fragment shader.    |
+| `fragmentShader.frag`    | - Receives interpolated colors from the vertex shader.<br>- Applies time-driven color changes using `uTime`. |
+
+### Key GLFW/OpenGL Methods
+| Method                    | Description                                                                                          |
+|---------------------------|------------------------------------------------------------------------------------------------------|
+| `glfwInit()`              | Initializes GLFW.                                                                                   |
+| `glfwCreateWindow()`      | Creates a rendering window.                                                                         |
+| `glfwMakeContextCurrent()`| Sets the current OpenGL context.                                                                    |
+| `glfwSwapBuffers()`       | Swaps the front and back buffers for double buffering.                                              |
+| `glfwPollEvents()`        | Polls for window events, such as input and closing.                                                 |
+| `glGenVertexArrays()`     | Generates a Vertex Array Object (VAO) to store vertex attribute configurations.                     |
+| `glGenBuffers()`          | Generates a Vertex Buffer Object (VBO) for storing vertex data.                                     |
+| `glVertexAttribPointer()` | Defines how vertex attributes (positions, colors, etc.) are interpreted from the buffer.            |
+| `glUseProgram()`          | Activates a shader program for rendering.                                                          |
+| `glUniform1f()`           | Sets a uniform float variable (`uTime` in this case) in the active shader program.                  |
+
+---
+
+## How to Run the Project
+
+### Prerequisites
+- Install **Java 17** or higher (this project uses Java 17).
+- Install **Maven** (required for dependency management).
+- Install IntelliJ IDEA (Community or Ultimate Edition).
+- Ensure you have OpenGL 3.3 or later supported on your system.
+
+### Steps to Run
+1. **Clone the Project**:
+   Clone the repository or download the files to your local machine.
+
+   ```bash
+   git clone <repository-url>
+   cd <project-folder>
+   ```
+
+2. **Open in IntelliJ**:
+   - Open IntelliJ IDEA.
+   - Click `File > Open` and select the project folder.
+   - Ensure IntelliJ recognizes the `pom.xml` file and automatically loads dependencies.
+
+3. **Set the Working Directory**:
+   - Go to `Run > Edit Configurations`.
+   - In the **Run/Debug Configurations** window, select the `GpuRenderer` configuration.
+   - Set the **Working Directory** to the project root (where `resources` is located).
+
+4. **Run the Project**:
+   - Right-click `GpuRenderer.java` in the project structure.
+   - Select `Run GpuRenderer.main()`.
+
+5. **Expected Output**:
+   - A window will open displaying a triangle.
+   - The triangle will dynamically change colors in real time.
+
+---
+
+## File Overview
+
+### **`GpuRenderer.java`**
+Handles the OpenGL rendering process:
+- Initializes GLFW and OpenGL context.
+- Compiles and links shaders using `ShaderUtils`.
+- Creates a triangle with vertex positions and colors.
+- Passes time (`uTime`) to the fragment shader for dynamic effects.
+
+### **`ShaderUtils.java`**
+Provides helper methods for shader management:
+- **`createShaderProgram()`**: Compiles and links vertex and fragment shaders into a single shader program.
+- **`readFile()`**: Reads the GLSL shader files from the specified path.
+- **`createShader()`**: Compiles a GLSL shader of a specified type (vertex or fragment).
+
+### **`vertexShader.vert`**
+Vertex shader:
+- Converts vertex coordinates from model space to clip space (`gl_Position`).
+- Passes interpolated color data (`vColor`) to the fragment shader.
+
+### **`fragmentShader.frag`**
+Fragment shader:
+- Modulates the triangle's color based on time (`uTime`) using sine functions for smooth transitions.
+
+---
+
+## Dependencies
+
+The project uses Maven for dependency management. Key dependencies include:
+- **LWJGL 3**: For OpenGL, GLFW, and related bindings.
+
+### `pom.xml`
+```xml
+<dependencies>
+    <dependency>
+        <groupId>org.lwjgl</groupId>
+        <artifactId>lwjgl</artifactId>
+        <version>3.3.1</version>
+    </dependency>
+    <dependency>
+        <groupId>org.lwjgl</groupId>
+        <artifactId>lwjgl-opengl</artifactId>
+        <version>3.3.1</version>
+    </dependency>
+    <dependency>
+        <groupId>org.lwjgl</groupId>
+        <artifactId>lwjgl-glfw</artifactId>
+        <version>3.3.1</version>
+    </dependency>
+</dependencies>
 ```
 
-## Integrate with your tools
-
-- [ ] [Set up project integrations](https://gitlab.tugraz.at/B68DC7FA01113758/lwjgl-triangle/-/settings/integrations)
-
-## Collaborate with your team
-
-- [ ] [Invite team members and collaborators](https://docs.gitlab.com/ee/user/project/members/)
-- [ ] [Create a new merge request](https://docs.gitlab.com/ee/user/project/merge_requests/creating_merge_requests.html)
-- [ ] [Automatically close issues from merge requests](https://docs.gitlab.com/ee/user/project/issues/managing_issues.html#closing-issues-automatically)
-- [ ] [Enable merge request approvals](https://docs.gitlab.com/ee/user/project/merge_requests/approvals/)
-- [ ] [Set auto-merge](https://docs.gitlab.com/ee/user/project/merge_requests/merge_when_pipeline_succeeds.html)
-
-## Test and Deploy
-
-Use the built-in continuous integration in GitLab.
-
-- [ ] [Get started with GitLab CI/CD](https://docs.gitlab.com/ee/ci/quick_start/index.html)
-- [ ] [Analyze your code for known vulnerabilities with Static Application Security Testing (SAST)](https://docs.gitlab.com/ee/user/application_security/sast/)
-- [ ] [Deploy to Kubernetes, Amazon EC2, or Amazon ECS using Auto Deploy](https://docs.gitlab.com/ee/topics/autodevops/requirements.html)
-- [ ] [Use pull-based deployments for improved Kubernetes management](https://docs.gitlab.com/ee/user/clusters/agent/)
-- [ ] [Set up protected environments](https://docs.gitlab.com/ee/ci/environments/protected_environments.html)
-
-***
-
-# Editing this README
-
-When you're ready to make this README your own, just edit this file and use the handy template below (or feel free to structure it however you want - this is just a starting point!). Thanks to [makeareadme.com](https://www.makeareadme.com/) for this template.
-
-## Suggestions for a good README
-
-Every project is different, so consider which of these sections apply to yours. The sections used in the template are suggestions for most open source projects. Also keep in mind that while a README can be too long and detailed, too long is better than too short. If you think your README is too long, consider utilizing another form of documentation rather than cutting out information.
-
-## Name
-Choose a self-explaining name for your project.
-
-## Description
-Let people know what your project can do specifically. Provide context and add a link to any reference visitors might be unfamiliar with. A list of Features or a Background subsection can also be added here. If there are alternatives to your project, this is a good place to list differentiating factors.
-
-## Badges
-On some READMEs, you may see small images that convey metadata, such as whether or not all the tests are passing for the project. You can use Shields to add some to your README. Many services also have instructions for adding a badge.
-
-## Visuals
-Depending on what you are making, it can be a good idea to include screenshots or even a video (you'll frequently see GIFs rather than actual videos). Tools like ttygif can help, but check out Asciinema for a more sophisticated method.
-
-## Installation
-Within a particular ecosystem, there may be a common way of installing things, such as using Yarn, NuGet, or Homebrew. However, consider the possibility that whoever is reading your README is a novice and would like more guidance. Listing specific steps helps remove ambiguity and gets people to using your project as quickly as possible. If it only runs in a specific context like a particular programming language version or operating system or has dependencies that have to be installed manually, also add a Requirements subsection.
-
-## Usage
-Use examples liberally, and show the expected output if you can. It's helpful to have inline the smallest example of usage that you can demonstrate, while providing links to more sophisticated examples if they are too long to reasonably include in the README.
-
-## Support
-Tell people where they can go to for help. It can be any combination of an issue tracker, a chat room, an email address, etc.
-
-## Roadmap
-If you have ideas for releases in the future, it is a good idea to list them in the README.
-
-## Contributing
-State if you are open to contributions and what your requirements are for accepting them.
-
-For people who want to make changes to your project, it's helpful to have some documentation on how to get started. Perhaps there is a script that they should run or some environment variables that they need to set. Make these steps explicit. These instructions could also be useful to your future self.
-
-You can also document commands to lint the code or run tests. These steps help to ensure high code quality and reduce the likelihood that the changes inadvertently break something. Having instructions for running tests is especially helpful if it requires external setup, such as starting a Selenium server for testing in a browser.
-
-## Authors and acknowledgment
-Show your appreciation to those who have contributed to the project.
+---
 
-## License
-For open source projects, say how it is licensed.
+## Customization Ideas
+- **Add Mouse Interaction**: Use GLFW input functions to interact with the triangle (e.g., changing its size or position).
+- **Dynamic Vertex Data**: Modify vertex positions or colors in real-time for more dynamic visuals.
+- **Add More Shapes**: Experiment with rendering additional shapes or complex objects.
 
-## Project status
-If you have run out of energy or time for your project, put a note at the top of the README saying that development has slowed down or stopped completely. Someone may choose to fork your project or volunteer to step in as a maintainer or owner, allowing your project to keep going. You can also make an explicit request for maintainers.
+---
diff --git a/TriangleGPURenderer/.gitignore b/TriangleGPURenderer/.gitignore
new file mode 100644
index 0000000000000000000000000000000000000000..60d30b6d845f64f3f41d721c1a4f864683aa7885
--- /dev/null
+++ b/TriangleGPURenderer/.gitignore
@@ -0,0 +1,39 @@
+target/
+!.mvn/wrapper/maven-wrapper.jar
+!**/src/main/**/target/
+!**/src/test/**/target/
+
+dependency-reduced-pom.xml
+### IntelliJ IDEA ###
+.idea/modules.xml
+.idea/jarRepositories.xml
+.idea/compiler.xml
+.idea/libraries/
+*.iws
+*.iml
+*.ipr
+
+### Eclipse ###
+.apt_generated
+.classpath
+.factorypath
+.project
+.settings
+.springBeans
+.sts4-cache
+
+### NetBeans ###
+/nbproject/private/
+/nbbuild/
+/dist/
+/nbdist/
+/.nb-gradle/
+build/
+!**/src/main/**/build/
+!**/src/test/**/build/
+
+### VS Code ###
+.vscode/
+
+### Mac OS ###
+.DS_Store
\ No newline at end of file
diff --git a/TriangleGPURenderer/.idea/.gitignore b/TriangleGPURenderer/.idea/.gitignore
new file mode 100644
index 0000000000000000000000000000000000000000..13566b81b018ad684f3a35fee301741b2734c8f4
--- /dev/null
+++ b/TriangleGPURenderer/.idea/.gitignore
@@ -0,0 +1,8 @@
+# Default ignored files
+/shelf/
+/workspace.xml
+# Editor-based HTTP Client requests
+/httpRequests/
+# Datasource local storage ignored files
+/dataSources/
+/dataSources.local.xml
diff --git a/TriangleGPURenderer/.idea/codeStyles/Project.xml b/TriangleGPURenderer/.idea/codeStyles/Project.xml
new file mode 100644
index 0000000000000000000000000000000000000000..919ce1f1f77253454105acb2aad9997c1047a0e6
--- /dev/null
+++ b/TriangleGPURenderer/.idea/codeStyles/Project.xml
@@ -0,0 +1,7 @@
+<component name="ProjectCodeStyleConfiguration">
+  <code_scheme name="Project" version="173">
+    <ScalaCodeStyleSettings>
+      <option name="MULTILINE_STRING_CLOSING_QUOTES_ON_NEW_LINE" value="true" />
+    </ScalaCodeStyleSettings>
+  </code_scheme>
+</component>
\ No newline at end of file
diff --git a/TriangleGPURenderer/.idea/codeStyles/codeStyleConfig.xml b/TriangleGPURenderer/.idea/codeStyles/codeStyleConfig.xml
new file mode 100644
index 0000000000000000000000000000000000000000..a55e7a179bde3e4e772c29c0c85e53354aa54618
--- /dev/null
+++ b/TriangleGPURenderer/.idea/codeStyles/codeStyleConfig.xml
@@ -0,0 +1,5 @@
+<component name="ProjectCodeStyleConfiguration">
+  <state>
+    <option name="PREFERRED_PROJECT_CODE_STYLE" value="Default" />
+  </state>
+</component>
\ No newline at end of file
diff --git a/TriangleGPURenderer/.idea/encodings.xml b/TriangleGPURenderer/.idea/encodings.xml
new file mode 100644
index 0000000000000000000000000000000000000000..aa00ffab7828f4818589659c804ec2cfd99baed3
--- /dev/null
+++ b/TriangleGPURenderer/.idea/encodings.xml
@@ -0,0 +1,7 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<project version="4">
+  <component name="Encoding">
+    <file url="file://$PROJECT_DIR$/src/main/java" charset="UTF-8" />
+    <file url="file://$PROJECT_DIR$/src/main/resources" charset="UTF-8" />
+  </component>
+</project>
\ No newline at end of file
diff --git a/TriangleGPURenderer/.idea/misc.xml b/TriangleGPURenderer/.idea/misc.xml
new file mode 100644
index 0000000000000000000000000000000000000000..c3f3b0ab1ba765e267b1979ac687f9786d56644c
--- /dev/null
+++ b/TriangleGPURenderer/.idea/misc.xml
@@ -0,0 +1,13 @@
+<project version="4">
+  <component name="ExternalStorageConfigurationManager" enabled="true" />
+  <component name="MavenProjectsManager">
+    <option name="originalFiles">
+      <list>
+        <option value="$PROJECT_DIR$/pom.xml" />
+      </list>
+    </option>
+  </component>
+  <component name="ProjectRootManager" version="2" languageLevel="JDK_17" default="true" project-jdk-name="17" project-jdk-type="JavaSDK">
+    <output url="file://$PROJECT_DIR$/out" />
+  </component>
+</project>
\ No newline at end of file
diff --git a/TriangleGPURenderer/.idea/vcs.xml b/TriangleGPURenderer/.idea/vcs.xml
new file mode 100644
index 0000000000000000000000000000000000000000..35eb1ddfbbc029bcab630581847471d7f238ec53
--- /dev/null
+++ b/TriangleGPURenderer/.idea/vcs.xml
@@ -0,0 +1,6 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<project version="4">
+  <component name="VcsDirectoryMappings">
+    <mapping directory="" vcs="Git" />
+  </component>
+</project>
\ No newline at end of file
diff --git a/TriangleGPURenderer/pom.xml b/TriangleGPURenderer/pom.xml
new file mode 100644
index 0000000000000000000000000000000000000000..d461c3323ded53fc7ac822e2655646044b8e2bbd
--- /dev/null
+++ b/TriangleGPURenderer/pom.xml
@@ -0,0 +1,159 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<project xmlns="http://maven.apache.org/POM/4.0.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
+         xsi:schemaLocation="http://maven.apache.org/POM/4.0.0 http://maven.apache.org/xsd/maven-4.0.0.xsd">
+    <modelVersion>4.0.0</modelVersion>
+
+    <groupId>at.tugraz.oop2</groupId>
+    <artifactId>FractalRenderer</artifactId>
+    <version>WS24</version>
+
+    <properties>
+        <project.build.sourceEncoding>UTF-8</project.build.sourceEncoding>
+        <javaVersion>17</javaVersion>
+        <maven.compiler.source>${javaVersion}</maven.compiler.source>
+        <maven.compiler.target>${javaVersion}</maven.compiler.target>
+        <lwjgl.version>3.3.1</lwjgl.version>
+    </properties>
+    <profiles>
+        <profile>
+            <id>lwjgl-natives-linux</id>
+            <activation>
+                <os>
+                    <family>unix</family>
+                </os>
+            </activation>
+            <properties>
+                <lwjgl.natives>natives-linux</lwjgl.natives>
+            </properties>
+        </profile>
+        <profile>
+            <id>lwjgl-natives-macos</id>
+            <activation>
+                <os>
+                    <family>mac</family>
+                </os>
+            </activation>
+            <properties>
+                <lwjgl.natives>natives-macos</lwjgl.natives>
+            </properties>
+        </profile>
+        <profile>
+            <id>lwjgl-natives-windows</id>
+            <activation>
+                <os>
+                    <family>windows</family>
+                </os>
+            </activation>
+            <properties>
+                <lwjgl.natives>natives-windows</lwjgl.natives>
+            </properties>
+        </profile>
+    </profiles>
+
+    <dependencyManagement>
+        <dependencies>
+            <dependency>
+                <groupId>org.lwjgl</groupId>
+                <artifactId>lwjgl-bom</artifactId>
+                <version>${lwjgl.version}</version>
+                <scope>import</scope>
+                <type>pom</type>
+            </dependency>
+        </dependencies>
+    </dependencyManagement>
+
+    <dependencies>
+        <dependency>
+            <groupId>org.projectlombok</groupId>
+            <artifactId>lombok</artifactId>
+            <version>1.18.22</version>
+            <scope>provided</scope>
+        </dependency>
+        <dependency>
+            <groupId>log4j</groupId>
+            <artifactId>log4j</artifactId>
+            <version>1.2.17</version>
+        </dependency>
+        <dependency>
+            <groupId>org.lwjgl</groupId>
+            <artifactId>lwjgl</artifactId>
+        </dependency>
+        <dependency>
+            <groupId>org.lwjgl</groupId>
+            <artifactId>lwjgl-glfw</artifactId>
+        </dependency>
+        <dependency>
+            <groupId>org.lwjgl</groupId>
+            <artifactId>lwjgl-opengl</artifactId>
+        </dependency>
+        <dependency>
+            <groupId>org.lwjgl</groupId>
+            <artifactId>lwjgl</artifactId>
+            <classifier>${lwjgl.natives}</classifier>
+        </dependency>
+        <dependency>
+            <groupId>org.lwjgl</groupId>
+            <artifactId>lwjgl-glfw</artifactId>
+            <classifier>${lwjgl.natives}</classifier>
+        </dependency>
+        <dependency>
+            <groupId>org.lwjgl</groupId>
+            <artifactId>lwjgl-opengl</artifactId>
+            <classifier>${lwjgl.natives}</classifier>
+        </dependency>
+    </dependencies>
+
+    <build>
+        <plugins>
+            <plugin>
+                <groupId>org.apache.maven.plugins</groupId>
+                <artifactId>maven-compiler-plugin</artifactId>
+                <version>3.7.0</version>
+                <configuration>
+                    <source>${javaVersion}</source>
+                    <target>${javaVersion}</target>
+                    <optimize>true</optimize>
+                    <compilerArgs>
+                        <arg>-Xlint:all,-processing,-serial</arg>
+                        <arg>-Werror</arg>
+                    </compilerArgs>
+                    <showWarnings>true</showWarnings>
+                    <showDeprecation>false</showDeprecation>
+                </configuration>
+            </plugin>
+            <plugin>
+                <groupId>org.apache.maven.plugins</groupId>
+                <artifactId>maven-jar-plugin</artifactId>
+                <version>3.2.0</version>
+                <configuration>
+                    <archive>
+                        <manifest>
+                            <mainClass>BonusAssignmentOOP2WS24.gpu.GpuRenderer</mainClass> <!-- Change this to your main class -->
+                        </manifest>
+                    </archive>
+                </configuration>
+            </plugin>
+            <plugin>
+                <groupId>org.apache.maven.plugins</groupId>
+                <artifactId>maven-shade-plugin</artifactId>
+                <version>3.2.4</version>
+                <executions>
+                    <execution>
+                        <phase>package</phase>
+                        <goals>
+                            <goal>shade</goal>
+                        </goals>
+                        <configuration>
+                            <finalName>FractalRendererOOP2</finalName> <!-- Specify your custom JAR name here -->
+                            <transformers>
+                                <transformer implementation="org.apache.maven.plugins.shade.resource.ManifestResourceTransformer">
+                                    <mainClass>BonusAssignmentOOP2WS24.gpu.GpuRenderer</mainClass> <!-- Change this to your main class -->
+                                </transformer>
+                            </transformers>
+                        </configuration>
+                    </execution>
+                </executions>
+            </plugin>
+        </plugins>
+    </build>
+</project>
diff --git a/TriangleGPURenderer/src/main/java/BonusAssignmentOOP2WS24/gpu/GpuRenderer.java b/TriangleGPURenderer/src/main/java/BonusAssignmentOOP2WS24/gpu/GpuRenderer.java
new file mode 100644
index 0000000000000000000000000000000000000000..e51d525be45fda08bb0f6ab6522176912843ecb7
--- /dev/null
+++ b/TriangleGPURenderer/src/main/java/BonusAssignmentOOP2WS24/gpu/GpuRenderer.java
@@ -0,0 +1,96 @@
+package BonusAssignmentOOP2WS24.gpu;
+
+import static org.lwjgl.glfw.GLFW.*;
+import org.lwjgl.opengl.*;
+
+import static org.lwjgl.opengl.GL33.*;
+import static org.lwjgl.system.MemoryUtil.*;
+
+public class GpuRenderer {
+
+    private long window;
+    private int shaderProgram;
+    private int vao;
+
+    public static void main(String[] args) {
+        new GpuRenderer().run();
+    }
+
+    public void run() {
+        init();
+        loop();
+
+        glfwDestroyWindow(window);
+        glfwTerminate();
+    }
+
+    private void init() {
+        if (!glfwInit()) throw new IllegalStateException("Failed to initialize GLFW");
+
+        window = glfwCreateWindow(800, 600, "Simple Shader Example", NULL, NULL);
+        if (window == NULL) throw new RuntimeException("Failed to create GLFW window");
+
+        glfwMakeContextCurrent(window);
+        glfwSwapInterval(1);
+        GL.createCapabilities();
+
+        System.out.println("Working Directory = " + System.getProperty("user.dir"));
+
+        shaderProgram = ShaderUtils.createShaderProgram("vertexShader.vert", "fragmentShader.frag");
+
+
+        vao = createTriangle();
+    }
+
+    private void loop() {
+        while (!glfwWindowShouldClose(window)) {
+            // Clear the screen
+            glClear(GL_COLOR_BUFFER_BIT);
+
+            // Use the shader program
+            glUseProgram(shaderProgram);
+
+            // Update the time uniform
+            float time = (float) glfwGetTime();
+            int timeLocation = glGetUniformLocation(shaderProgram, "uTime");
+            glUniform1f(timeLocation, time);
+
+            // Bind the VAO and draw the triangle
+            glBindVertexArray(vao);
+            glDrawArrays(GL_TRIANGLES, 0, 3);
+
+            // Swap buffers and poll events
+            glfwSwapBuffers(window);
+            glfwPollEvents();
+        }
+    }
+
+
+    private int createTriangle() {
+        float[] vertices = {
+                // Positions      // Colors
+                0.0f,  0.5f,      1.0f, 0.0f, 0.0f,
+                -0.5f, -0.5f,      0.0f, 1.0f, 0.0f,
+                0.5f, -0.5f,      0.0f, 0.0f, 1.0f
+        };
+
+        int vao = glGenVertexArrays();
+        int vbo = glGenBuffers();
+
+        glBindVertexArray(vao);
+
+        glBindBuffer(GL_ARRAY_BUFFER, vbo);
+        glBufferData(GL_ARRAY_BUFFER, vertices, GL_STATIC_DRAW);
+
+        glVertexAttribPointer(0, 2, GL_FLOAT, false, 5 * Float.BYTES, 0);
+        glEnableVertexAttribArray(0);
+
+        glVertexAttribPointer(1, 3, GL_FLOAT, false, 5 * Float.BYTES, 2 * Float.BYTES);
+        glEnableVertexAttribArray(1);
+
+        glBindBuffer(GL_ARRAY_BUFFER, 0);
+        glBindVertexArray(0);
+
+        return vao;
+    }
+}
diff --git a/TriangleGPURenderer/src/main/java/BonusAssignmentOOP2WS24/gpu/ShaderUtils.java b/TriangleGPURenderer/src/main/java/BonusAssignmentOOP2WS24/gpu/ShaderUtils.java
new file mode 100644
index 0000000000000000000000000000000000000000..6f2ab1a380385eee1a90c54146baee8ff0e2ba00
--- /dev/null
+++ b/TriangleGPURenderer/src/main/java/BonusAssignmentOOP2WS24/gpu/ShaderUtils.java
@@ -0,0 +1,52 @@
+package BonusAssignmentOOP2WS24.gpu;
+
+import java.io.IOException;
+
+import static org.lwjgl.opengl.GL20.*;
+
+public class ShaderUtils {
+    public static int createShaderProgram(String vertexPath, String fragmentPath) {
+        int vertexShader = createShader(GL_VERTEX_SHADER, vertexPath);
+        int fragmentShader = createShader(GL_FRAGMENT_SHADER, fragmentPath);
+
+        int program = glCreateProgram();
+        glAttachShader(program, vertexShader);
+        glAttachShader(program, fragmentShader);
+        glLinkProgram(program);
+
+        if (glGetProgrami(program, GL_LINK_STATUS) == GL_FALSE) {
+            throw new RuntimeException("Shader program linking failed: " + glGetProgramInfoLog(program));
+        }
+
+        glDeleteShader(vertexShader);
+        glDeleteShader(fragmentShader);
+
+        return program;
+    }
+
+    private static int createShader(int type, String path) {
+        int shader = glCreateShader(type);
+        String source = readFile(path);
+
+        glShaderSource(shader, source);
+        glCompileShader(shader);
+
+        if (glGetShaderi(shader, GL_COMPILE_STATUS) == GL_FALSE) {
+            throw new RuntimeException("Shader compilation failed for " + path + ": " + glGetShaderInfoLog(shader));
+        }
+
+        return shader;
+    }
+
+    private static String readFile(String path) {
+        try (var inputStream = ShaderUtils.class.getClassLoader().getResourceAsStream(path)) {
+            if (inputStream == null) {
+                throw new RuntimeException("Shader file not found: " + path);
+            }
+            return new String(inputStream.readAllBytes());
+        } catch (IOException e) {
+            throw new RuntimeException("Failed to read shader file: " + path, e);
+        }
+    }
+
+}
diff --git a/TriangleGPURenderer/src/main/resources/fragmentShader.frag b/TriangleGPURenderer/src/main/resources/fragmentShader.frag
new file mode 100644
index 0000000000000000000000000000000000000000..2a51c6480dbaf24ed536b526ffae3f20ed211236
--- /dev/null
+++ b/TriangleGPURenderer/src/main/resources/fragmentShader.frag
@@ -0,0 +1,12 @@
+#version 330 core
+
+in vec3 vColor;    // Input from the vertex shader
+out vec4 FragColor; // Final color output
+
+uniform float uTime; // Time uniform passed from the CPU
+
+void main() {
+    // Create a dynamic color shift based on time
+    vec3 dynamicColor = vColor * (0.5 + 0.5 * sin(uTime)); // Scale between 0 and 1
+    FragColor = vec4(dynamicColor, 1.0); // Set the final pixel color
+}
diff --git a/TriangleGPURenderer/src/main/resources/vertexShader.vert b/TriangleGPURenderer/src/main/resources/vertexShader.vert
new file mode 100644
index 0000000000000000000000000000000000000000..5aa277dbb6ed4c9f65cbdf51dc204eff5ba2ee71
--- /dev/null
+++ b/TriangleGPURenderer/src/main/resources/vertexShader.vert
@@ -0,0 +1,11 @@
+#version 330 core
+
+layout(location = 0) in vec2 aPos;     // Vertex position (attribute 0)
+layout(location = 1) in vec3 aColor;   // Vertex color (attribute 1)
+
+out vec3 vColor;  // Output to the fragment shader
+
+void main() {
+    gl_Position = vec4(aPos, 0.0, 1.0); // Convert to 4D homogeneous coordinate
+    vColor = aColor;                   // Pass color to fragment shader
+}