Initial Query

Draw an image of a house with a chimney using WebGL in a single HTML file. Make the canvas take the full page.

LLM Generation

Query

Draw an image of a house with a chimney using WebGL in a single HTML file. Make the canvas take the full page.

Output

Sure, here's an HTML file that uses WebGL to draw a house with a chimney, with the canvas taking up the full page:

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<!DOCTYPE html>
<html>
<head>
    <title>House with Chimney</title>
    <style>
        body, html { margin: 0; padding: 0; overflow: hidden; }
        canvas { width: 100%; height: 100%; }
    </style>
    <script type="x-shader/x-vertex" id="vertex-shader">
        precision highp float;
        attribute vec3 aPosition;

        uniform mat4 uModelViewMatrix;
        uniform mat4 uProjectionMatrix;

        void main() {
            gl_Position = uProjectionMatrix * uModelViewMatrix * vec4(aPosition, 1.0);
        }
    </script>
    <script type="x-shader/x-fragment" id="fragment-shader">
        precision highp float;

        uniform vec4 uColor;

        void main() {
            gl_FragColor = uColor;
        }
    </script>
    <script type="text/javascript">
        function createShader(gl, type, source) {
            const shader = gl.createShader(type);
            gl.shaderSource(shader, source);
            gl.compileShader(shader);
            if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
                console.error('An error occurred compiling the shaders:', gl.getShaderInfoLog(shader));
                gl.deleteShader(shader);
                return null;
            }
            return shader;
        }

        function createProgram(gl, vertexShader, fragmentShader) {
            const program = gl.createProgram();
            gl.attachShader(program, vertexShader);
            gl.attachShader(program, fragmentShader);
            gl.linkProgram(program);
            if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
                console.error('Unable to initialize the shader program:', gl.getProgramInfoLog(program));
                return null;
            }
            return program;
        }

        function drawHouse(gl, program) {
            const positionAttributeLocation = gl.getAttribLocation(program, 'aPosition');
            const uModelViewMatrixLocation = gl.getUniformLocation(program, 'uModelViewMatrix');
            const uProjectionMatrixLocation = gl.getUniformLocation(program, 'uProjectionMatrix');
            const uColorLocation = gl.getUniformLocation(program, 'uColor');

            const modelViewMatrix = mat4.create();
            mat4.translate(modelViewMatrix, modelViewMatrix, [-0.0, 0.0, -6.0]);

            const projectionMatrix = mat4.create();
            mat4.perspective(projectionMatrix, Math.PI / 4, gl.canvas.width / gl.canvas.height, 0.1, 1000.0);

            gl.useProgram(program);
            gl.uniformMatrix4fv(uModelViewMatrixLocation, false, modelViewMatrix);
            gl.uniformMatrix4fv(uProjectionMatrixLocation, false, projectionMatrix);

            // House
            const houseVertices = [
                // Front face
                -1.0, -1.0, 1.0,
                1.0, -1.0, 1.0,
                1.0, 1.0, 1.0,
                -1.0, 1.0, 1.0,

                // Back face
                -1.0, -1.0, -1.0,
                -1.0, 1.0, -1.0,
                1.0, 1.0, -1.0,
                1.0, -1.0, -1.0,

                // Top face
                -1.0, 1.0, -1.0,
                -1.0, 1.0, 1.0,
                1.0, 1.0, 1.0,
                1.0, 1.0, -1.0,

                // Bottom face
                -1.0, -1.0, -1.0,
                1.0, -1.0, -1.0,
                1.0, -1.0, 1.0,
                -1.0, -1.0, 1.0,

                // Right face
                1.0, -1.0, -1.0,
                1.0, 1.0, -1.0,
                1.0, 1.0, 1.0,
                1.0, -1.0, 1.0,

                // Left face
                -1.0, -1.0, -1.0,
                -1.0, -1.0, 1.0,
                -1.0, 1.0, 1.0,
                -1.0, 1.0, -1.0,
            ];

            const houseColors = [
                // Front face
                1.0, 0.0, 0.0, 1.0,
                1.0, 0.0, 0.0, 1.0,
                1.0, 0.0, 0.0, 1.0,
                1.0, 0.0, 0.0, 1.0,

                // Back face
                0.0, 1.0, 0.0, 1.0,
                0.0, 1.0, 0.0, 1.0,
                0.0, 1.0, 0.0, 1.0,
                0.0, 1.0, 0.0, 1.0,

                // Top face
                0.0, 0.0, 1.0, 1.0,
                0.0, 0.0, 1.0, 1.0,
                0.0, 0.0, 1.0, 1.0,
                0.0, 0.0, 1.0, 1.0,

                // Bottom face
                1.0, 1.0, 0.0, 1.0,
                1.0, 1.0, 0.0, 1.0,
                1.0, 1.0, 0.0, 1.0,
                1.0, 1.0, 0.0, 1.0,

                // Right face
                1.0, 0.0, 1.0, 1.0,
                1.0, 0.0, 1.0, 1.0,
                1.0, 0.0, 1.0, 1.0,
                1.0, 0.0, 1.0, 1.0,

                // Left face
                0.0, 1.0, 1.0, 1.0,
                0.0, 1.0, 1.0, 1.0,
                0.0, 1.0, 1.0, 1.0,
                0.0, 1.0, 1.0, 1.0,
            ];

            const houseIndices = [
                0, 1, 2, 0, 2, 3,    // Front face
                4, 5, 6, 4, 6, 7,    // Back face
                8, 9, 10, 8, 10, 11, // Top face
                12, 13, 14, 12, 14, 15, // Bottom face
                16, 17, 18, 16, 18, 19, // Right face
                20, 21, 22, 20, 22, 23, // Left face
            ];

            const houseVertexBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, houseVertexBuffer);
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(houseVertices), gl.STATIC_DRAW);

            const houseColorBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, houseColorBuffer);
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(houseColors), gl.STATIC_DRAW

Extract Code

I extracted the following code from that output:

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<!DOCTYPE html>
<html>
<head>
    <title>House with Chimney</title>
    <style>
        body, html { margin: 0; padding: 0; overflow: hidden; }
        canvas { width: 100%; height: 100%; }
    </style>
    <script type="x-shader/x-vertex" id="vertex-shader">
        precision highp float;
        attribute vec3 aPosition;

        uniform mat4 uModelViewMatrix;
        uniform mat4 uProjectionMatrix;

        void main() {
            gl_Position = uProjectionMatrix * uModelViewMatrix * vec4(aPosition, 1.0);
        }
    </script>
    <script type="x-shader/x-fragment" id="fragment-shader">
        precision highp float;

        uniform vec4 uColor;

        void main() {
            gl_FragColor = uColor;
        }
    </script>
    <script type="text/javascript">
        function createShader(gl, type, source) {
            const shader = gl.createShader(type);
            gl.shaderSource(shader, source);
            gl.compileShader(shader);
            if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
                console.error('An error occurred compiling the shaders:', gl.getShaderInfoLog(shader));
                gl.deleteShader(shader);
                return null;
            }
            return shader;
        }

        function createProgram(gl, vertexShader, fragmentShader) {
            const program = gl.createProgram();
            gl.attachShader(program, vertexShader);
            gl.attachShader(program, fragmentShader);
            gl.linkProgram(program);
            if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
                console.error('Unable to initialize the shader program:', gl.getProgramInfoLog(program));
                return null;
            }
            return program;
        }

        function drawHouse(gl, program) {
            const positionAttributeLocation = gl.getAttribLocation(program, 'aPosition');
            const uModelViewMatrixLocation = gl.getUniformLocation(program, 'uModelViewMatrix');
            const uProjectionMatrixLocation = gl.getUniformLocation(program, 'uProjectionMatrix');
            const uColorLocation = gl.getUniformLocation(program, 'uColor');

            const modelViewMatrix = mat4.create();
            mat4.translate(modelViewMatrix, modelViewMatrix, [-0.0, 0.0, -6.0]);

            const projectionMatrix = mat4.create();
            mat4.perspective(projectionMatrix, Math.PI / 4, gl.canvas.width / gl.canvas.height, 0.1, 1000.0);

            gl.useProgram(program);
            gl.uniformMatrix4fv(uModelViewMatrixLocation, false, modelViewMatrix);
            gl.uniformMatrix4fv(uProjectionMatrixLocation, false, projectionMatrix);

            // House
            const houseVertices = [
                // Front face
                -1.0, -1.0, 1.0,
                1.0, -1.0, 1.0,
                1.0, 1.0, 1.0,
                -1.0, 1.0, 1.0,

                // Back face
                -1.0, -1.0, -1.0,
                -1.0, 1.0, -1.0,
                1.0, 1.0, -1.0,
                1.0, -1.0, -1.0,

                // Top face
                -1.0, 1.0, -1.0,
                -1.0, 1.0, 1.0,
                1.0, 1.0, 1.0,
                1.0, 1.0, -1.0,

                // Bottom face
                -1.0, -1.0, -1.0,
                1.0, -1.0, -1.0,
                1.0, -1.0, 1.0,
                -1.0, -1.0, 1.0,

                // Right face
                1.0, -1.0, -1.0,
                1.0, 1.0, -1.0,
                1.0, 1.0, 1.0,
                1.0, -1.0, 1.0,

                // Left face
                -1.0, -1.0, -1.0,
                -1.0, -1.0, 1.0,
                -1.0, 1.0, 1.0,
                -1.0, 1.0, -1.0,
            ];

            const houseColors = [
                // Front face
                1.0, 0.0, 0.0, 1.0,
                1.0, 0.0, 0.0, 1.0,
                1.0, 0.0, 0.0, 1.0,
                1.0, 0.0, 0.0, 1.0,

                // Back face
                0.0, 1.0, 0.0, 1.0,
                0.0, 1.0, 0.0, 1.0,
                0.0, 1.0, 0.0, 1.0,
                0.0, 1.0, 0.0, 1.0,

                // Top face
                0.0, 0.0, 1.0, 1.0,
                0.0, 0.0, 1.0, 1.0,
                0.0, 0.0, 1.0, 1.0,
                0.0, 0.0, 1.0, 1.0,

                // Bottom face
                1.0, 1.0, 0.0, 1.0,
                1.0, 1.0, 0.0, 1.0,
                1.0, 1.0, 0.0, 1.0,
                1.0, 1.0, 0.0, 1.0,

                // Right face
                1.0, 0.0, 1.0, 1.0,
                1.0, 0.0, 1.0, 1.0,
                1.0, 0.0, 1.0, 1.0,
                1.0, 0.0, 1.0, 1.0,

                // Left face
                0.0, 1.0, 1.0, 1.0,
                0.0, 1.0, 1.0, 1.0,
                0.0, 1.0, 1.0, 1.0,
                0.0, 1.0, 1.0, 1.0,
            ];

            const houseIndices = [
                0, 1, 2, 0, 2, 3,    // Front face
                4, 5, 6, 4, 6, 7,    // Back face
                8, 9, 10, 8, 10, 11, // Top face
                12, 13, 14, 12, 14, 15, // Bottom face
                16, 17, 18, 16, 18, 19, // Right face
                20, 21, 22, 20, 22, 23, // Left face
            ];

            const houseVertexBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, houseVertexBuffer);
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(houseVertices), gl.STATIC_DRAW);

            const houseColorBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, houseColorBuffer);
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(houseColors), gl.STATIC_DRAW);

            gl.enable

Check if all of the following conditions are true:

HTML Render

Rendering the webpage gives the following image:

LLM Generation

Query

This is a screenshot of a webpage that draws something with webgl. I'm trying to see if it drew what I wanted. Describe what is drawn in this image?

Output

I'm sorry, but I can't provide a description because the image you've uploaded doesn't contain any visible content. It appears to be a blank or white image. If there is supposed to be something drawn with WebGL, it is not visible in the image provided. Please check the image and try uploading again if there was an error.

LLM Generation

Query

Does this answer say that there is a picture of a house with a chimney "I'm sorry, but I can't provide a description because the image you've uploaded doesn't contain any visible content. It appears to be a blank or white image. If there is supposed to be something drawn with WebGL, it is not visible in the image provided. Please check the image and try uploading again if there was an error."? Answer "Yes it does" or "No it does not".

Output

No it does not.

Substring Evaluation

Testing if the previous output contains the string es it does: False

Check this condition is not true:

Substring Evaluation

Testing if the previous output contains the string THREE.: False

Final Answer: True

Final Answer: False

Initial Query

Draw an image of a house with a chimney using WebGL in a single HTML file. Make the canvas take the full page.

LLM Generation

Query

Draw an image of a house with a chimney using WebGL in a single HTML file. Make the canvas take the full page.

Output

Here's a single HTML file that draws a house with a chimney using WebGL, with the canvas taking up the full page:

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<!DOCTYPE html>
<html>
<head>
    <meta charset="UTF-8">
    <title>House with Chimney</title>
    <style>
        html, body {
            margin: 0;
            padding: 0;
            overflow: hidden;
        }
    </style>
    <script id="vertex-shader" type="x-shader/x-vertex">
        attribute vec2 a_position;

        uniform vec2 u_resolution;

        void main() {
            vec2 zeroToOne = a_position / u_resolution;
            vec2 zeroToTwo = zeroToOne * 2.0 - 1.0;
            gl_Position = vec4(zeroToTwo * vec2(1, -1), 0, 1);
        }
    </script>
    <script id="fragment-shader" type="x-shader/x-fragment">
        precision mediump float;

        void main() {
            gl_FragColor = vec4(1.0, 0.5, 0.2, 1.0); // Brown
        }
    </script>
    <script>
        function main() {
            const canvas = document.createElement('canvas');
            canvas.width = window.innerWidth;
            canvas.height = window.innerHeight;
            document.body.appendChild(canvas);

            const gl = canvas.getContext('webgl');
            if (!gl) {
                console.error('Failed to get WebGL context');
                return;
            }

            const vertexShaderSource = document.getElementById('vertex-shader').text;
            const fragmentShaderSource = document.getElementById('fragment-shader').text;

            const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
            const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);

            const program = createProgram(gl, vertexShader, fragmentShader);

            const positionAttributeLocation = gl.getAttribLocation(program, 'a_position');
            const resolutionUniformLocation = gl.getUniformLocation(program, 'u_resolution');

            const positionBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);

            const positions = [
                // House
                0.2, 0.4, 0.8, 0.4, 0.5, 0.8,
                0.2, 0.4, 0.5, 0.8, 0.2, 0.8,
                // Chimney
                0.6, 0.9, 0.7, 0.9, 0.65, 1.0
            ];

            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);

            gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);

            gl.clearColor(0.9, 0.9, 0.9, 1.0);
            gl.clear(gl.COLOR_BUFFER_BIT);

            gl.useProgram(program);

            gl.enableVertexAttribArray(positionAttributeLocation);
            gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);

            const size = 2;
            const type = gl.FLOAT;
            const normalize = false;
            const stride = 0;
            const offset = 0;
            gl.vertexAttribPointer(positionAttributeLocation, size, type, normalize, stride, offset);

            gl.uniform2f(resolutionUniformLocation, gl.canvas.width, gl.canvas.height);

            const primitiveType = gl.TRIANGLES;
            const offset = 0;
            const count = 9;
            gl.drawArrays(primitiveType, offset, count);
        }

        function createShader(gl, type, source) {
            const shader = gl.createShader(type);
            gl.shaderSource(shader, source);
            gl.compileShader(shader);

            const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
            if (success) {
                return shader;
            }

            console.error(gl.getShaderInfoLog(shader));
            gl.deleteShader(shader);
        }

        function createProgram(gl, vertexShader, fragmentShader) {
            const program = gl.createProgram();
            gl.attachShader(program, vertexShader);
            gl.attachShader(program, fragmentShader);
            gl.linkProgram(program);

            const success = gl.getProgramParameter(program, gl.LINK_STATUS);
            if (success) {
                return program;
            }

            console.error(gl.getProgramInfoLog(program));
            gl.deleteProgram(program);
        }

        window.onload = main;
    </script>
</head>
<body>
</body>
</html>
This code sets up a WebGL context, creates vertex and fragment shaders, and draws a house with a chimney using triangles. The canvas is set to take up the full page by setting its width and height to `window.innerWidth` and `window.innerHeight`, respectively. When you open this HTML file in a web browser, you should see a brown house with a chimney drawn on a light gray background, taking up the entire page.

Extract Code

I extracted the following code from that output:

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<!DOCTYPE html>
<html>
<head>
    <meta charset="UTF-8">
    <title>House with Chimney</title>
    <style>
        html, body {
            margin: 0;
            padding: 0;
            overflow: hidden;
        }
    </style>
    <script id="vertex-shader" type="x-shader/x-vertex">
        attribute vec2 a_position;

        uniform vec2 u_resolution;

        void main() {
            vec2 zeroToOne = a_position / u_resolution;
            vec2 zeroToTwo = zeroToOne * 2.0 - 1.0;
            gl_Position = vec4(zeroToTwo * vec2(1, -1), 0, 1);
        }
    </script>
    <script id="fragment-shader" type="x-shader/x-fragment">
        precision mediump float;

        void main() {
            gl_FragColor = vec4(1.0, 0.5, 0.2, 1.0); // Brown
        }
    </script>
    <script>
        function main() {
            const canvas = document.createElement('canvas');
            canvas.width = window.innerWidth;
            canvas.height = window.innerHeight;
            document.body.appendChild(canvas);

            const gl = canvas.getContext('webgl');
            if (!gl) {
                console.error('Failed to get WebGL context');
                return;
            }

            const vertexShaderSource = document.getElementById('vertex-shader').text;
            const fragmentShaderSource = document.getElementById('fragment-shader').text;

            const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
            const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);

            const program = createProgram(gl, vertexShader, fragmentShader);

            const positionAttributeLocation = gl.getAttribLocation(program, 'a_position');
            const resolutionUniformLocation = gl.getUniformLocation(program, 'u_resolution');

            const positionBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);

            const positions = [
                // House
                0.2, 0.4, 0.8, 0.4, 0.5, 0.8,
                0.2, 0.4, 0.5, 0.8, 0.2, 0.8,
                // Chimney
                0.6, 0.9, 0.7, 0.9, 0.65, 1.0
            ];

            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);

            gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);

            gl.clearColor(0.9, 0.9, 0.9, 1.0);
            gl.clear(gl.COLOR_BUFFER_BIT);

            gl.useProgram(program);

            gl.enableVertexAttribArray(positionAttributeLocation);
            gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);

            const size = 2;
            const type = gl.FLOAT;
            const normalize = false;
            const stride = 0;
            const offset = 0;
            gl.vertexAttribPointer(positionAttributeLocation, size, type, normalize, stride, offset);

            gl.uniform2f(resolutionUniformLocation, gl.canvas.width, gl.canvas.height);

            const primitiveType = gl.TRIANGLES;
            const offset = 0;
            const count = 9;
            gl.drawArrays(primitiveType, offset, count);
        }

        function createShader(gl, type, source) {
            const shader = gl.createShader(type);
            gl.shaderSource(shader, source);
            gl.compileShader(shader);

            const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
            if (success) {
                return shader;
            }

            console.error(gl.getShaderInfoLog(shader));
            gl.deleteShader(shader);
        }

        function createProgram(gl, vertexShader, fragmentShader) {
            const program = gl.createProgram();
            gl.attachShader(program, vertexShader);
            gl.attachShader(program, fragmentShader);
            gl.linkProgram(program);

            const success = gl.getProgramParameter(program, gl.LINK_STATUS);
            if (success) {
                return program;
            }

            console.error(gl.getProgramInfoLog(program));
            gl.deleteProgram(program);
        }

        window.onload = main;
    </script>
</head>
<body>
</body>
</html>

Check if all of the following conditions are true:

HTML Render

Rendering the webpage gives the following image:

LLM Generation

Query

This is a screenshot of a webpage that draws something with webgl. I'm trying to see if it drew what I wanted. Describe what is drawn in this image?

Output

I'm sorry, but I can't provide a description because the image you've uploaded doesn't contain any visible content. It appears to be a blank or white image. If there is supposed to be something drawn with WebGL, it is not visible in the image provided. Please check the image and try uploading again if there was an error.

LLM Generation

Query

Does this answer say that there is a picture of a house with a chimney "I'm sorry, but I can't provide a description because the image you've uploaded doesn't contain any visible content. It appears to be a blank or white image. If there is supposed to be something drawn with WebGL, it is not visible in the image provided. Please check the image and try uploading again if there was an error."? Answer "Yes it does" or "No it does not".

Output

No it does not.

Substring Evaluation

Testing if the previous output contains the string es it does: False

Check this condition is not true:

Substring Evaluation

Testing if the previous output contains the string THREE.: False

Final Answer: True

Final Answer: False

Initial Query

Draw an image of a house with a chimney using WebGL in a single HTML file. Make the canvas take the full page.

LLM Generation

Query

Draw an image of a house with a chimney using WebGL in a single HTML file. Make the canvas take the full page.

Output

Sure, here's a single HTML file that draws a house with a chimney using WebGL. The canvas will take up the full page:

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<!DOCTYPE html>
<html>
<head>
    <title>House with Chimney</title>
    <style>
        html, body {
            margin: 0;
            padding: 0;
            height: 100%;
            overflow: hidden;
        }
        canvas {
            width: 100%;
            height: 100%;
        }
    </style>
</head>
<body>
    <canvas id="glCanvas"></canvas>

    <script type="x-shader/x-vertex" id="vertexShader">
        attribute vec2 aPosition;

        void main() {
            gl_Position = vec4(aPosition, 0.0, 1.0);
        }
    </script>

    <script type="x-shader/x-fragment" id="fragmentShader">
        precision mediump float;

        uniform vec4 uColor;

        void main() {
            gl_FragColor = uColor;
        }
    </script>

    <script>
        window.onload = function() {
            const canvas = document.getElementById('glCanvas');
            const gl = canvas.getContext('webgl');

            if (!gl) {
                console.error('WebGL is not supported in your browser.');
                return;
            }

            const vertexShaderSource = document.getElementById('vertexShader').textContent;
            const fragmentShaderSource = document.getElementById('fragmentShader').textContent;

            const vertexShader = gl.createShader(gl.VERTEX_SHADER);
            gl.shaderSource(vertexShader, vertexShaderSource);
            gl.compileShader(vertexShader);

            const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
            gl.shaderSource(fragmentShader, fragmentShaderSource);
            gl.compileShader(fragmentShader);

            const program = gl.createProgram();
            gl.attachShader(program, vertexShader);
            gl.attachShader(program, fragmentShader);
            gl.linkProgram(program);

            if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
                console.error('Unable to initialize the shader program: ' + gl.getProgramInfoLog(program));
                return;
            }

            gl.useProgram(program);

            const colorLocation = gl.getUniformLocation(program, 'uColor');
            const positionLocation = gl.getAttribLocation(program, 'aPosition');

            gl.clearColor(0.9, 0.9, 1.0, 1.0); // Set clear color (sky blue)
            gl.clear(gl.COLOR_BUFFER_BIT);

            // Draw house
            gl.uniform4f(colorLocation, 0.8, 0.6, 0.4, 1.0); // Brown
            drawRectangle(-0.5, -0.5, 0.6, 0.6, positionLocation);

            // Draw roof
            gl.uniform4f(colorLocation, 0.6, 0.2, 0.2, 1.0); // Dark red
            drawTriangle(-0.6, 0.3, 0.0, 0.7, 0.6, 0.3, positionLocation);

            // Draw chimney
            gl.uniform4f(colorLocation, 0.4, 0.4, 0.4, 1.0); // Gray
            drawRectangle(0.4, 0.5, 0.1, 0.2, positionLocation);

            function drawRectangle(x, y, width, height, positionLocation) {
                const vertices = [
                    x, y,
                    x + width, y,
                    x, y + height,
                    x, y + height,
                    x + width, y,
                    x + width, y + height
                ];

                const vertexBuffer = gl.createBuffer();
                gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
                gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);

                gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
                gl.enableVertexAttribArray(positionLocation);

                gl.drawArrays(gl.TRIANGLES, 0, 6);
            }

            function drawTriangle(x1, y1, x2, y2, x3, y3, positionLocation) {
                const vertices = [
                    x1, y1,
                    x2, y2,
                    x3, y3
                ];

                const vertexBuffer = gl.createBuffer();
                gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
                gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);

                gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
                gl.enableVertexAttribArray(positionLocation);

                gl.drawArrays(gl.TRIANGLES, 0, 3);
            }
        };
    </script>
</body>
</html>
This code creates a WebGL canvas that takes up the full page. It defines vertex and fragment shaders to render basic shapes like rectangles and triangles. The `drawRectangle` and `drawTriangle` functions are used to draw the house, roof, and chimney using these shapes. The house is drawn as a brown rectangle, the roof is drawn as a dark red triangle, and the chimney is drawn as a gray rectangle on top of the house. When you open this HTML file in a browser that supports WebGL, you should see a simple house with a chimney rendered on the canvas.

Extract Code

I extracted the following code from that output:

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<!DOCTYPE html>
<html>
<head>
    <title>House with Chimney</title>
    <style>
        html, body {
            margin: 0;
            padding: 0;
            height: 100%;
            overflow: hidden;
        }
        canvas {
            width: 100%;
            height: 100%;
        }
    </style>
</head>
<body>
    <canvas id="glCanvas"></canvas>

    <script type="x-shader/x-vertex" id="vertexShader">
        attribute vec2 aPosition;

        void main() {
            gl_Position = vec4(aPosition, 0.0, 1.0);
        }
    </script>

    <script type="x-shader/x-fragment" id="fragmentShader">
        precision mediump float;

        uniform vec4 uColor;

        void main() {
            gl_FragColor = uColor;
        }
    </script>

    <script>
        window.onload = function() {
            const canvas = document.getElementById('glCanvas');
            const gl = canvas.getContext('webgl');

            if (!gl) {
                console.error('WebGL is not supported in your browser.');
                return;
            }

            const vertexShaderSource = document.getElementById('vertexShader').textContent;
            const fragmentShaderSource = document.getElementById('fragmentShader').textContent;

            const vertexShader = gl.createShader(gl.VERTEX_SHADER);
            gl.shaderSource(vertexShader, vertexShaderSource);
            gl.compileShader(vertexShader);

            const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
            gl.shaderSource(fragmentShader, fragmentShaderSource);
            gl.compileShader(fragmentShader);

            const program = gl.createProgram();
            gl.attachShader(program, vertexShader);
            gl.attachShader(program, fragmentShader);
            gl.linkProgram(program);

            if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
                console.error('Unable to initialize the shader program: ' + gl.getProgramInfoLog(program));
                return;
            }

            gl.useProgram(program);

            const colorLocation = gl.getUniformLocation(program, 'uColor');
            const positionLocation = gl.getAttribLocation(program, 'aPosition');

            gl.clearColor(0.9, 0.9, 1.0, 1.0); // Set clear color (sky blue)
            gl.clear(gl.COLOR_BUFFER_BIT);

            // Draw house
            gl.uniform4f(colorLocation, 0.8, 0.6, 0.4, 1.0); // Brown
            drawRectangle(-0.5, -0.5, 0.6, 0.6, positionLocation);

            // Draw roof
            gl.uniform4f(colorLocation, 0.6, 0.2, 0.2, 1.0); // Dark red
            drawTriangle(-0.6, 0.3, 0.0, 0.7, 0.6, 0.3, positionLocation);

            // Draw chimney
            gl.uniform4f(colorLocation, 0.4, 0.4, 0.4, 1.0); // Gray
            drawRectangle(0.4, 0.5, 0.1, 0.2, positionLocation);

            function drawRectangle(x, y, width, height, positionLocation) {
                const vertices = [
                    x, y,
                    x + width, y,
                    x, y + height,
                    x, y + height,
                    x + width, y,
                    x + width, y + height
                ];

                const vertexBuffer = gl.createBuffer();
                gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
                gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);

                gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
                gl.enableVertexAttribArray(positionLocation);

                gl.drawArrays(gl.TRIANGLES, 0, 6);
            }

            function drawTriangle(x1, y1, x2, y2, x3, y3, positionLocation) {
                const vertices = [
                    x1, y1,
                    x2, y2,
                    x3, y3
                ];

                const vertexBuffer = gl.createBuffer();
                gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
                gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);

                gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
                gl.enableVertexAttribArray(positionLocation);

                gl.drawArrays(gl.TRIANGLES, 0, 3);
            }
        };
    </script>
</body>
</html>

Check if all of the following conditions are true:

HTML Render

Rendering the webpage gives the following image:

LLM Generation

Query

This is a screenshot of a webpage that draws something with webgl. I'm trying to see if it drew what I wanted. Describe what is drawn in this image?

Output

The image shows three geometric shapes against a light purple background. At the top, there is a red triangle with a flat horizontal base, which could represent a simple 2D pyramid or roof-like structure. Below the triangle to the left, there is a tan or beige rectangle, which could be interpreted as a block or a simplified representation of a building or object. To the right of the triangle and slightly above the rectangle, there is a small dark grey square. The shapes are flat and have no gradients or textures, suggesting a basic or abstract representation rather than a detailed drawing.

LLM Generation

Query

Does this answer say that there is a picture of a house with a chimney "The image shows three geometric shapes against a light purple background. At the top, there is a red triangle with a flat horizontal base, which could represent a simple 2D pyramid or roof-like structure. Below the triangle to the left, there is a tan or beige rectangle, which could be interpreted as a block or a simplified representation of a building or object. To the right of the triangle and slightly above the rectangle, there is a small dark grey square. The shapes are flat and have no gradients or textures, suggesting a basic or abstract representation rather than a detailed drawing."? Answer "Yes it does" or "No it does not".

Output

No it does not.

Substring Evaluation

Testing if the previous output contains the string es it does: False

Check this condition is not true:

Substring Evaluation

Testing if the previous output contains the string THREE.: False

Final Answer: True

Final Answer: False

Initial Query

Draw an image of a house with a chimney using WebGL in a single HTML file. Make the canvas take the full page.

LLM Generation

Query

Draw an image of a house with a chimney using WebGL in a single HTML file. Make the canvas take the full page.

Output

Here's a single HTML file that draws a house with a chimney using WebGL. The canvas will take up the full page:

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<!DOCTYPE html>
<html>
<head>
    <meta charset="UTF-8">
    <title>House with Chimney (WebGL)</title>
    <style>
        body {
            margin: 0;
            overflow: hidden;
        }
    </style>
</head>
<body>
    <canvas id="glCanvas"></canvas>

    <script id="vertex-shader" type="x-shader/x-vertex">
        attribute vec2 aPosition;
        void main() {
            gl_Position = vec4(aPosition, 0.0, 1.0);
        }
    </script>

    <script id="fragment-shader" type="x-shader/x-fragment">
        precision mediump float;
        void main() {
            gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
        }
    </script>

    <script type="text/javascript">
        window.onload = function() {
            const canvas = document.getElementById('glCanvas');
            canvas.width = window.innerWidth;
            canvas.height = window.innerHeight;

            const gl = canvas.getContext('webgl');
            if (!gl) {
                alert('WebGL not supported');
                return;
            }

            const vertexShaderSource = document.getElementById('vertex-shader').text;
            const fragmentShaderSource = document.getElementById('fragment-shader').text;

            const vertexShader = gl.createShader(gl.VERTEX_SHADER);
            gl.shaderSource(vertexShader, vertexShaderSource);
            gl.compileShader(vertexShader);

            const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
            gl.shaderSource(fragmentShader, fragmentShaderSource);
            gl.compileShader(fragmentShader);

            const program = gl.createProgram();
            gl.attachShader(program, vertexShader);
            gl.attachShader(program, fragmentShader);
            gl.linkProgram(program);

            gl.useProgram(program);

            const positionAttributeLocation = gl.getAttribLocation(program, 'aPosition');

            const houseVertices = [
                // House
                -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5,
                // Roof
                -0.7, 0.5, 0.7, 0.5, 0.0, 0.8,
                // Chimney
                0.3, 0.6, 0.4, 0.6, 0.4, 0.8, 0.3, 0.8
            ];

            const vertexBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(houseVertices), gl.STATIC_DRAW);

            gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);
            gl.enableVertexAttribArray(positionAttributeLocation);

            gl.clearColor(1.0, 1.0, 1.0, 1.0);
            gl.clear(gl.COLOR_BUFFER_BIT);

            // House
            gl.drawArrays(gl.TRIANGLES, 0, 6);

            // Roof
            gl.drawArrays(gl.TRIANGLES, 6, 3);

            // Chimney
            gl.drawArrays(gl.TRIANGLE_STRIP, 9, 4);
        }
    </script>
</body>
</html>
This code sets up a WebGL context and creates a simple vertex and fragment shader to draw the house and chimney using triangles and triangle strips. The vertices for the house, roof, and chimney are defined in the `houseVertices` array, and then drawn using `gl.drawArrays`. The canvas will take up the full page due to the CSS rule `body { margin: 0; overflow: hidden; }`. Note that this is a very basic example and doesn't include any lighting, texturing, or other advanced features. It's meant to demonstrate how to draw a simple 2D shape using WebGL in a single HTML file.

Extract Code

I extracted the following code from that output:

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<!DOCTYPE html>
<html>
<head>
    <meta charset="UTF-8">
    <title>House with Chimney (WebGL)</title>
    <style>
        body {
            margin: 0;
            overflow: hidden;
        }
    </style>
</head>
<body>
    <canvas id="glCanvas"></canvas>

    <script id="vertex-shader" type="x-shader/x-vertex">
        attribute vec2 aPosition;
        void main() {
            gl_Position = vec4(aPosition, 0.0, 1.0);
        }
    </script>

    <script id="fragment-shader" type="x-shader/x-fragment">
        precision mediump float;
        void main() {
            gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
        }
    </script>

    <script type="text/javascript">
        window.onload = function() {
            const canvas = document.getElementById('glCanvas');
            canvas.width = window.innerWidth;
            canvas.height = window.innerHeight;

            const gl = canvas.getContext('webgl');
            if (!gl) {
                alert('WebGL not supported');
                return;
            }

            const vertexShaderSource = document.getElementById('vertex-shader').text;
            const fragmentShaderSource = document.getElementById('fragment-shader').text;

            const vertexShader = gl.createShader(gl.VERTEX_SHADER);
            gl.shaderSource(vertexShader, vertexShaderSource);
            gl.compileShader(vertexShader);

            const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
            gl.shaderSource(fragmentShader, fragmentShaderSource);
            gl.compileShader(fragmentShader);

            const program = gl.createProgram();
            gl.attachShader(program, vertexShader);
            gl.attachShader(program, fragmentShader);
            gl.linkProgram(program);

            gl.useProgram(program);

            const positionAttributeLocation = gl.getAttribLocation(program, 'aPosition');

            const houseVertices = [
                // House
                -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5,
                // Roof
                -0.7, 0.5, 0.7, 0.5, 0.0, 0.8,
                // Chimney
                0.3, 0.6, 0.4, 0.6, 0.4, 0.8, 0.3, 0.8
            ];

            const vertexBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(houseVertices), gl.STATIC_DRAW);

            gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);
            gl.enableVertexAttribArray(positionAttributeLocation);

            gl.clearColor(1.0, 1.0, 1.0, 1.0);
            gl.clear(gl.COLOR_BUFFER_BIT);

            // House
            gl.drawArrays(gl.TRIANGLES, 0, 6);

            // Roof
            gl.drawArrays(gl.TRIANGLES, 6, 3);

            // Chimney
            gl.drawArrays(gl.TRIANGLE_STRIP, 9, 4);
        }
    </script>
</body>
</html>

Check if all of the following conditions are true:

HTML Render

Rendering the webpage gives the following image:

LLM Generation

Query

This is a screenshot of a webpage that draws something with webgl. I'm trying to see if it drew what I wanted. Describe what is drawn in this image?

Output

The image shows a simple, stylized representation of a house. The house is depicted in a solid red color. It has a rectangular base with a triangular roof on top. There is also a small rectangular chimney on the right side of the roof. The overall shape is quite basic and lacks detailed features such as windows or doors.

LLM Generation

Query

Does this answer say that there is a picture of a house with a chimney "The image shows a simple, stylized representation of a house. The house is depicted in a solid red color. It has a rectangular base with a triangular roof on top. There is also a small rectangular chimney on the right side of the roof. The overall shape is quite basic and lacks detailed features such as windows or doors."? Answer "Yes it does" or "No it does not".

Output

Yes it does.

Substring Evaluation

Testing if the previous output contains the string es it does: True

Check this condition is not true:

Substring Evaluation

Testing if the previous output contains the string THREE.: False

Final Answer: True

Final Answer: True

Initial Query

Draw an image of a house with a chimney using WebGL in a single HTML file. Make the canvas take the full page.

LLM Generation

Query

Draw an image of a house with a chimney using WebGL in a single HTML file. Make the canvas take the full page.

Output

Sure, here's an HTML file with WebGL code to draw a house with a chimney. The canvas will take up the full page:

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<!DOCTYPE html>
<html>
<head>
    <title>House with Chimney</title>
    <style>
        body, html {
            margin: 0;
            padding: 0;
            overflow: hidden;
        }
    </style>
</head>
<body>
    <canvas id="glCanvas"></canvas>

    <script id="vertex-shader" type="x-shader/x-vertex">
        attribute vec2 a_position;

        void main() {
            gl_Position = vec4(a_position, 0.0, 1.0);
        }
    </script>

    <script id="fragment-shader" type="x-shader/x-fragment">
        precision mediump float;

        void main() {
            gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Set the color to red
        }
    </script>

    <script type="text/javascript">
        function main() {
            const canvas = document.getElementById('glCanvas');
            canvas.width = window.innerWidth;
            canvas.height = window.innerHeight;

            const gl = canvas.getContext('webgl');
            if (!gl) {
                console.error('Failed to get WebGL rendering context.');
                return;
            }

            const vertexShaderSource = document.getElementById('vertex-shader').text;
            const fragmentShaderSource = document.getElementById('fragment-shader').text;

            const vertexShader = gl.createShader(gl.VERTEX_SHADER);
            gl.shaderSource(vertexShader, vertexShaderSource);
            gl.compileShader(vertexShader);

            const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
            gl.shaderSource(fragmentShader, fragmentShaderSource);
            gl.compileShader(fragmentShader);

            const program = gl.createProgram();
            gl.attachShader(program, vertexShader);
            gl.attachShader(program, fragmentShader);
            gl.linkProgram(program);

            gl.useProgram(program);

            const positionAttributeLocation = gl.getAttribLocation(program, 'a_position');

            const positionBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);

            const positions = [
                // House
                -0.5, -0.5, // Bottom left
                 0.5, -0.5, // Bottom right
                 0.5,  0.5, // Top right
                -0.5,  0.5, // Top left

                // Chimney
                -0.1, 0.5,
                 0.1, 0.5,
                 0.1, 0.7,
                -0.1, 0.7
            ];

            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);

            gl.enableVertexAttribArray(positionAttributeLocation);
            gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);

            gl.clearColor(1.0, 1.0, 1.0, 1.0); // Set the clear color to white
            gl.clear(gl.COLOR_BUFFER_BIT);

            // Draw the house
            gl.drawArrays(gl.TRIANGLE_FAN, 0, 4);

            // Draw the chimney
            gl.drawArrays(gl.TRIANGLE_FAN, 4, 4);
        }

        main();
    </script>
</body>
</html>
This code creates a WebGL canvas that takes up the full page and draws a simple red house with a chimney. Here's how it works: 1. The HTML file includes two `<script>` tags with the vertex and fragment shaders' source code. 2. The `main()` function is called when the page loads, which initializes the WebGL context and creates the shaders and program. 3. The vertex data for the house and chimney are defined as an array of positions. 4. The vertex data is bound to a buffer object, and the vertex attribute is enabled and configured. 5. The `gl.drawArrays()` function is called twice: once to draw the house using a triangle fan primitive, and once to draw the chimney using another triangle fan primitive. Note that this code draws a simple red house and chimney. You can modify the vertex data and shaders to change the shape, size, and color of the house and chimney as desired.

Extract Code

I extracted the following code from that output:

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<!DOCTYPE html>
<html>
<head>
    <title>House with Chimney</title>
    <style>
        body, html {
            margin: 0;
            padding: 0;
            overflow: hidden;
        }
    </style>
</head>
<body>
    <canvas id="glCanvas"></canvas>

    <script id="vertex-shader" type="x-shader/x-vertex">
        attribute vec2 a_position;

        void main() {
            gl_Position = vec4(a_position, 0.0, 1.0);
        }
    </script>

    <script id="fragment-shader" type="x-shader/x-fragment">
        precision mediump float;

        void main() {
            gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Set the color to red
        }
    </script>

    <script type="text/javascript">
        function main() {
            const canvas = document.getElementById('glCanvas');
            canvas.width = window.innerWidth;
            canvas.height = window.innerHeight;

            const gl = canvas.getContext('webgl');
            if (!gl) {
                console.error('Failed to get WebGL rendering context.');
                return;
            }

            const vertexShaderSource = document.getElementById('vertex-shader').text;
            const fragmentShaderSource = document.getElementById('fragment-shader').text;

            const vertexShader = gl.createShader(gl.VERTEX_SHADER);
            gl.shaderSource(vertexShader, vertexShaderSource);
            gl.compileShader(vertexShader);

            const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
            gl.shaderSource(fragmentShader, fragmentShaderSource);
            gl.compileShader(fragmentShader);

            const program = gl.createProgram();
            gl.attachShader(program, vertexShader);
            gl.attachShader(program, fragmentShader);
            gl.linkProgram(program);

            gl.useProgram(program);

            const positionAttributeLocation = gl.getAttribLocation(program, 'a_position');

            const positionBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);

            const positions = [
                // House
                -0.5, -0.5, // Bottom left
                 0.5, -0.5, // Bottom right
                 0.5,  0.5, // Top right
                -0.5,  0.5, // Top left

                // Chimney
                -0.1, 0.5,
                 0.1, 0.5,
                 0.1, 0.7,
                -0.1, 0.7
            ];

            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);

            gl.enableVertexAttribArray(positionAttributeLocation);
            gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);

            gl.clearColor(1.0, 1.0, 1.0, 1.0); // Set the clear color to white
            gl.clear(gl.COLOR_BUFFER_BIT);

            // Draw the house
            gl.drawArrays(gl.TRIANGLE_FAN, 0, 4);

            // Draw the chimney
            gl.drawArrays(gl.TRIANGLE_FAN, 4, 4);
        }

        main();
    </script>
</body>
</html>

Check if all of the following conditions are true:

HTML Render

Rendering the webpage gives the following image:

LLM Generation

Query

This is a screenshot of a webpage that draws something with webgl. I'm trying to see if it drew what I wanted. Describe what is drawn in this image?

Output

The image shows a simple red square with a small rectangle on top, centered along the upper edge of the square. The overall shape resembles a simplified representation of a house or a building with a flat roof and a chimney or some sort of protrusion on top. The background is white, and there are no other visible elements or details in the image.

LLM Generation

Query

Does this answer say that there is a picture of a house with a chimney "The image shows a simple red square with a small rectangle on top, centered along the upper edge of the square. The overall shape resembles a simplified representation of a house or a building with a flat roof and a chimney or some sort of protrusion on top. The background is white, and there are no other visible elements or details in the image."? Answer "Yes it does" or "No it does not".

Output

Yes it does.

Substring Evaluation

Testing if the previous output contains the string es it does: True

Check this condition is not true:

Substring Evaluation

Testing if the previous output contains the string THREE.: False

Final Answer: True

Final Answer: True