[Solved] Vertex Shader not calculating matrices correctly

I have this weird problem, where when I give my shader an identity matrix, and multiply it by my vertex position, it doesn’t give me the same result as using just my vertex position.

My shader code:

#version 330

uniform mat4 viewMatrix;

in vec4 in_Position;
in vec2 in_TextureUV;
in vec4 in_Color;

out vec4 pass_Color;
out vec2 pass_TextureUV;

void main(void) {
	gl_Position = viewMatrix * in_Position; //View matrix is an identity matrix
	
	pass_Color = in_Color;
	pass_TextureUV = in_TextureUV;
}

When I print out my ‘viewMatrix’ values, it gives me this:

View Matrix :
1.0 0.0 0.0 0.0
0.0 1.0 0.0 0.0
0.0 0.0 1.0 0.0
0.0 0.0 0.0 1.0

[icode]gl_Position = in_Position;[/icode]

[icode]gl_Position = viewMatrix * in_Position;[/icode]