用openGL绘制一个立方体, 透视矩阵近平面设置为0.0f时候,开启深度测试会导致渲染不出来

mat4 projection = mat4(1.0f);
projection = perspective(radians(45.0f), 1.0f, 0.0f, 100.0f);

顶点着色器:

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;

uniform mat4 transform;
uniform mat4 view;
uniform mat4 projection;

out vec2 TexCoord;

void main(){
    gl_Position = projection * view * transform * vec4(aPos, 1.0);
    TexCoord = aTexCoord;
}

片元着色器:

#version 330 core
out vec4 FragColor;

in vec2 TexCoord;

uniform float mixControl;
uniform sampler2D ourTexture;
uniform sampler2D ourTexture1;

void main(){
    FragColor = mix(texture(ourTexture, TexCoord), texture(ourTexture1, vec2(1.0 - TexCoord.x, TexCoord.y)), mixControl);
}

是不是颜色不对。透视矩阵近平面不设置为0.0f,有什么不同的效果吗