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

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<!DOCTYPE html>
<html>
  <head>
    <meta charset="UTF-8" />
    <title>WebGL House with Chimney</title>
    <style>
      canvas {
        position: absolute;
        top: 0;
        left: 0;
        width: 100%;
        height: 100%;
      }
    </style>
  </head>

  <body>
    <canvas id="canvas"></canvas>

    <script>
      const canvas = document.getElementById('canvas');
      const gl = canvas.getContext('webgl');

      // Vertex shader source code
      const vertexShaderSource = `
        attribute vec3 a_position;
        attribute vec3 a_color;

        varying vec3 v_color;

        void main() {
          gl_Position = vec4(a_position, 1.0);
          v_color = a_color;
        }
      `;

      // Fragment shader source code
      const fragmentShaderSource = `
        precision mediump float;

        varying vec3 v_color;

        void main() {
          gl_FragColor = vec4(v_color, 1.0);
        }
      `;

      // Create and compile the vertex shader
      const vertexShader = gl.createShader(gl.VERTEX_SHADER);
      gl.shaderSource(vertexShader, vertexShaderSource);
      gl.compileShader(vertexShader);

      // Create and compile the fragment shader
      const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
      gl.shaderSource(fragmentShader, fragmentShaderSource);
      gl.compileShader(fragmentShader);

      // Create the shader program
      const program = gl.createProgram();
      gl.attachShader(program, vertexShader);
      gl.attachShader(program, fragmentShader);
      gl.linkProgram(program);

      // Get the attribute locations
      const positionLocation = gl.getAttribLocation(program, 'a_position');
      const colorLocation = gl.getAttribLocation(program, 'a_color');

      // Create the vertex data
      const vertices = [
        // Front face
        -0.5, -0.5, 0.5,  1.0, 0.0, 0.0,
         0.5, -0.5, 0.5,  1.0, 0.0, 0.0,
         0.5,  0.5, 0.5,  1.0, 0.0, 0.0,
        -0.5,  0.5, 0.5,  1.0, 0.0, 0.0,

        // Back face
        -0.5, -0.5, -0.5,  0.0, 1.0, 0.0,
         0.5, -0.5, -0.5,  0.0, 1.0, 0.0,
         0.5,  0.5, -0.5,  0.0, 1.0, 0.0,
        -0.5,  0.5, -0.5,  0.0, 1.0, 0.0,

        // Top face
        -0.5,  0.5, -0.5,  0.0, 0.0, 1.0,
         0.5,  0.5, -0.5,  0.0, 0.0, 1.0,
         0.5,  0.5,  0.5,  0.0, 0.0, 1.0,
        -0.5,  0.5,  0.5,  0.0, 0.0, 1.0,

        // Bottom face
        -0.5, -0.5, -0.5,  1.0, 1.0, 0.0,
         0.5, -0.5, -0.5,  1.0, 1.0, 0.0,
         0.5, -0.5,  0.5,  1.0, 1.0, 0.0,
        -0.5, -0.5,  0.5,  1.0, 1.0, 0.0,

        // Left face
        -0.5, -0.5, -0.5,  0.0, 1.0, 1.0,
        -0.5, -0.5,  0.5,  0.0, 1.0, 1.0,
        -0.5,  0.5,  0.5,  0.0, 1.0, 1.0,
        -0.5,  0.5, -0.5,  0.0, 1.0, 1.0,

        // Right face
        0.5, -0.5, -0.5,  1.0, 0.0, 1.0,
        0.5, -0.5,  0.5,  1.0, 0.0, 1.0,
        0.5,  0.5,  0.5,  1.0, 0.0, 1.0,
        0.5,  0.5, -0.5,  1.0, 0.0, 1.0,
      ];

      // Create the vertex buffer
      const vertexBuffer = gl.createBuffer();
      gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
      gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);

      // Create the index buffer
      const indices = [
        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, // Left face
        20, 21, 22, 20, 22, 23, // Right face
      ];

      const indexBuffer = gl.createBuffer();
      gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
      gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);

      // Set the viewport
      gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);

      // Clear the color buffer
      gl.clearColor(0.0, 0.0, 0.0, 1.0);
      gl.clear(gl.COLOR_BUFFER_BIT);

      // Enable the vertex attributes
      gl.enableVertexAttribArray(positionLocation);
      gl.enableVertexAttribArray(colorLocation);

      // Bind the vertex buffer
      gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);

      // Set the vertex attribute pointers
      gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 6 * Float32Array.BYTES_PER_ELEMENT, 0);
      gl.vertexAttribPointer(colorLocation, 3, gl.FLOAT, false, 6 * Float32Array.BYTES_PER_ELEMENT, 3 * Float32Array.BYTES_PER_ELEMENT);

      // Bind the index buffer
      gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);

      // Use the shader program
      gl.useProgram(program);

      // Draw the house
      gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0);
    </script>
  </body>
</html>

Extract Code

I extracted the following code from that output:

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<!DOCTYPE html>
<html>
  <head>
    <meta charset="UTF-8" />
    <title>WebGL House with Chimney</title>
    <style>
      canvas {
        position: absolute;
        top: 0;
        left: 0;
        width: 100%;
        height: 100%;
      }
    </style>
  </head>

  <body>
    <canvas id="canvas"></canvas>

    <script>
      const canvas = document.getElementById('canvas');
      const gl = canvas.getContext('webgl');

      // Vertex shader source code
      const vertexShaderSource = `
        attribute vec3 a_position;
        attribute vec3 a_color;

        varying vec3 v_color;

        void main() {
          gl_Position = vec4(a_position, 1.0);
          v_color = a_color;
        }
      `;

      // Fragment shader source code
      const fragmentShaderSource = `
        precision mediump float;

        varying vec3 v_color;

        void main() {
          gl_FragColor = vec4(v_color, 1.0);
        }
      `;

      // Create and compile the vertex shader
      const vertexShader = gl.createShader(gl.VERTEX_SHADER);
      gl.shaderSource(vertexShader, vertexShaderSource);
      gl.compileShader(vertexShader);

      // Create and compile the fragment shader
      const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
      gl.shaderSource(fragmentShader, fragmentShaderSource);
      gl.compileShader(fragmentShader);

      // Create the shader program
      const program = gl.createProgram();
      gl.attachShader(program, vertexShader);
      gl.attachShader(program, fragmentShader);
      gl.linkProgram(program);

      // Get the attribute locations
      const positionLocation = gl.getAttribLocation(program, 'a_position');
      const colorLocation = gl.getAttribLocation(program, 'a_color');

      // Create the vertex data
      const vertices = [
        // Front face
        -0.5, -0.5, 0.5,  1.0, 0.0, 0.0,
         0.5, -0.5, 0.5,  1.0, 0.0, 0.0,
         0.5,  0.5, 0.5,  1.0, 0.0, 0.0,
        -0.5,  0.5, 0.5,  1.0, 0.0, 0.0,

        // Back face
        -0.5, -0.5, -0.5,  0.0, 1.0, 0.0,
         0.5, -0.5, -0.5,  0.0, 1.0, 0.0,
         0.5,  0.5, -0.5,  0.0, 1.0, 0.0,
        -0.5,  0.5, -0.5,  0.0, 1.0, 0.0,

        // Top face
        -0.5,  0.5, -0.5,  0.0, 0.0, 1.0,
         0.5,  0.5, -0.5,  0.0, 0.0, 1.0,
         0.5,  0.5,  0.5,  0.0, 0.0, 1.0,
        -0.5,  0.5,  0.5,  0.0, 0.0, 1.0,

        // Bottom face
        -0.5, -0.5, -0.5,  1.0, 1.0, 0.0,
         0.5, -0.5, -0.5,  1.0, 1.0, 0.0,
         0.5, -0.5,  0.5,  1.0, 1.0, 0.0,
        -0.5, -0.5,  0.5,  1.0, 1.0, 0.0,

        // Left face
        -0.5, -0.5, -0.5,  0.0, 1.0, 1.0,
        -0.5, -0.5,  0.5,  0.0, 1.0, 1.0,
        -0.5,  0.5,  0.5,  0.0, 1.0, 1.0,
        -0.5,  0.5, -0.5,  0.0, 1.0, 1.0,

        // Right face
        0.5, -0.5, -0.5,  1.0, 0.0, 1.0,
        0.5, -0.5,  0.5,  1.0, 0.0, 1.0,
        0.5,  0.5,  0.5,  1.0, 0.0, 1.0,
        0.5,  0.5, -0.5,  1.0, 0.0, 1.0,
      ];

      // Create the vertex buffer
      const vertexBuffer = gl.createBuffer();
      gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
      gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);

      // Create the index buffer
      const indices = [
        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, // Left face
        20, 21, 22, 20, 22, 23, // Right face
      ];

      const indexBuffer = gl.createBuffer();
      gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
      gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);

      // Set the viewport
      gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);

      // Clear the color buffer
      gl.clearColor(0.0, 0.0, 0.0, 1.0);
      gl.clear(gl.COLOR_BUFFER_BIT);

      // Enable the vertex attributes
      gl.enableVertexAttribArray(positionLocation);
      gl.enableVertexAttribArray(colorLocation);

      // Bind the vertex buffer
      gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);

      // Set the vertex attribute pointers
      gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 6 * Float32Array.BYTES_PER_ELEMENT, 0);
      gl.vertexAttribPointer(colorLocation, 3, gl.FLOAT, false, 6 * Float32Array.BYTES_PER_ELEMENT, 3 * Float32Array.BYTES_PER_ELEMENT);

      // Bind the index buffer
      gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);

      // Use the shader program
      gl.useProgram(program);

      // Draw the house
      gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0);
    </script>
  </body>
</html>

Check if all of the following conditions are true:

HTML Render

Rendering the webpage gives the following image:

LLM Generation

Query

What object is drawn in this image?

Output

The image you've provided does not contain a drawing of an object. It appears to be a simple rectangle with a green fill on a black background. There is no discernible object represented within the rectangle; it's just a colored shape.

LLM Generation

Query

Does this answer say that there is a picture of a house with a chimney "The image you've provided does not contain a drawing of an object. It appears to be a simple rectangle with a green fill on a black background. There is no discernible object represented within the rectangle; it's just a colored shape."? 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

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<!DOCTYPE html>
<html>
  <head>
    <meta charset="UTF-8" />
    <title>WebGL House</title>
    <style>
      body {
        margin: 0;
        overflow: hidden;
      }

      canvas {
        width: 100vw;
        height: 100vh;
      }
    </style>
  </head>

  <body>
    <canvas id="canvas"></canvas>

    <script>
      const canvas = document.getElementById('canvas');
      const gl = canvas.getContext('webgl');

      // Vertex shader source code
      const vertexShaderSource = `
        attribute vec4 a_position;

        uniform mat4 u_matrix;

        void main() {
          gl_Position = u_matrix * a_position;
        }
      `;

      // Fragment shader source code
      const fragmentShaderSource = `
        precision mediump float;

        uniform vec4 u_color;

        void main() {
          gl_FragColor = u_color;
        }
      `;

      // Create vertex shader
      const vertexShader = gl.createShader(gl.VERTEX_SHADER);
      gl.shaderSource(vertexShader, vertexShaderSource);
      gl.compileShader(vertexShader);

      // Create fragment shader
      const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
      gl.shaderSource(fragmentShader, fragmentShaderSource);
      gl.compileShader(fragmentShader);

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

      // Get attribute and uniform locations
      const positionAttributeLocation = gl.getAttribLocation(program, 'a_position');
      const matrixUniformLocation = gl.getUniformLocation(program, 'u_matrix');
      const colorUniformLocation = gl.getUniformLocation(program, 'u_color');

      // Create buffer
      const positionBuffer = gl.createBuffer();

      // Bind buffer to array buffer
      gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);

      // Fill the buffer with the positions of the vertices
      const positions = [
        // 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,

        // Chimney
        0.0,  1.0,  1.0,
        0.0,  1.0, -1.0,
        0.5,  2.0, -1.0,
        0.5,  2.0,  1.0,
      ];

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

      // Create index buffer
      const indexBuffer = gl.createBuffer();

      // Bind index buffer to element array buffer
      gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);

      // Fill the index buffer with the indices of the vertices
      const indices = [
        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
        24, 25, 26,     24, 26, 27,   // Chimney
      ];

      gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);

      // Set clear color to black
      gl.clearColor(0.0, 0.0, 0.0, 1.0);

      // Enable depth test
      gl.enable(gl.DEPTH_TEST);

      // Main render loop
      const drawScene = () => {
        // Clear the color buffer
        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

        // Use the program
        gl.useProgram(program);

        // Enable vertex attribute array
        gl.enableVertexAttribArray(positionAttributeLocation);

        // Bind vertex buffer to vertex attribute array
        gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);

        // Set vertex attribute pointer
        gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 0, 0);

        // Create a perspective matrix
        const fieldOfView = 45 * Math.PI / 180;   // In radians
        const aspect = canvas.width / canvas.height;
        const zNear = 0.1;
        const zFar = 100.0;
        const projectionMatrix = mat4.create();
        mat4.perspective(projectionMatrix, fieldOfView, aspect, zNear, zFar);

        // Create a translation matrix
        const translationMatrix = mat4.create();
        mat4.translate(translationMatrix, translationMatrix, [0.0, 0.0, -5.0]);

        // Create a rotation matrix
        const rotationMatrix = mat4.create();
        mat4.rotate(rotationMatrix, rotationMatrix, 0.0, [1.0, 0.0, 0.0]);

        // Create a scale matrix
        const scaleMatrix = mat4.create();
        mat4.scale(scaleMatrix, scaleMatrix, [1.0, 1.0, 1.0]);

        // Multiply the matrices
        const matrix = mat4.create();
        mat4.multiply(matrix, projectionMatrix, translationMatrix);
        mat4.multiply(matrix, matrix, rotationMatrix);
        mat4.multiply(matrix, matrix, scaleMatrix);

        // Set the matrix uniform
        gl.uniformMatrix4fv(matrixUniformLocation, false, matrix);

        // Set the color uniform
        gl.uniform4fv(colorUniformLocation, [1.0, 0.0, 0.0, 1.0]);

        // Draw the house
        gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0);

        // Set the color uniform
        gl.uniform4fv(colorUniformLocation, [0.0, 1.0, 0.0, 1.0]);

        // Draw the chimney
        gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 24 * 2);

        // Disable vertex attribute array
        gl.disableVertexAttribArray(positionAttributeLocation);

        // Request next animation frame
        requestAnimationFrame(drawScene);
      };

      // Start the animation loop
      drawScene();
    </script>
  </body>
</html>

Extract Code

I extracted the following code from that output:

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<!DOCTYPE html>
<html>
  <head>
    <meta charset="UTF-8" />
    <title>WebGL House</title>
    <style>
      body {
        margin: 0;
        overflow: hidden;
      }

      canvas {
        width: 100vw;
        height: 100vh;
      }
    </style>
  </head>

  <body>
    <canvas id="canvas"></canvas>

    <script>
      const canvas = document.getElementById('canvas');
      const gl = canvas.getContext('webgl');

      // Vertex shader source code
      const vertexShaderSource = `
        attribute vec4 a_position;

        uniform mat4 u_matrix;

        void main() {
          gl_Position = u_matrix * a_position;
        }
      `;

      // Fragment shader source code
      const fragmentShaderSource = `
        precision mediump float;

        uniform vec4 u_color;

        void main() {
          gl_FragColor = u_color;
        }
      `;

      // Create vertex shader
      const vertexShader = gl.createShader(gl.VERTEX_SHADER);
      gl.shaderSource(vertexShader, vertexShaderSource);
      gl.compileShader(vertexShader);

      // Create fragment shader
      const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
      gl.shaderSource(fragmentShader, fragmentShaderSource);
      gl.compileShader(fragmentShader);

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

      // Get attribute and uniform locations
      const positionAttributeLocation = gl.getAttribLocation(program, 'a_position');
      const matrixUniformLocation = gl.getUniformLocation(program, 'u_matrix');
      const colorUniformLocation = gl.getUniformLocation(program, 'u_color');

      // Create buffer
      const positionBuffer = gl.createBuffer();

      // Bind buffer to array buffer
      gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);

      // Fill the buffer with the positions of the vertices
      const positions = [
        // 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,

        // Chimney
        0.0,  1.0,  1.0,
        0.0,  1.0, -1.0,
        0.5,  2.0, -1.0,
        0.5,  2.0,  1.0,
      ];

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

      // Create index buffer
      const indexBuffer = gl.createBuffer();

      // Bind index buffer to element array buffer
      gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);

      // Fill the index buffer with the indices of the vertices
      const indices = [
        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
        24, 25, 26,     24, 26, 27,   // Chimney
      ];

      gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);

      // Set clear color to black
      gl.clearColor(0.0, 0.0, 0.0, 1.0);

      // Enable depth test
      gl.enable(gl.DEPTH_TEST);

      // Main render loop
      const drawScene = () => {
        // Clear the color buffer
        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

        // Use the program
        gl.useProgram(program);

        // Enable vertex attribute array
        gl.enableVertexAttribArray(positionAttributeLocation);

        // Bind vertex buffer to vertex attribute array
        gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);

        // Set vertex attribute pointer
        gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 0, 0);

        // Create a perspective matrix
        const fieldOfView = 45 * Math.PI / 180;   // In radians
        const aspect = canvas.width / canvas.height;
        const zNear = 0.1;
        const zFar = 100.0;
        const projectionMatrix = mat4.create();
        mat4.perspective(projectionMatrix, fieldOfView, aspect, zNear, zFar);

        // Create a translation matrix
        const translationMatrix = mat4.create();
        mat4.translate(translationMatrix, translationMatrix, [0.0, 0.0, -5.0]);

        // Create a rotation matrix
        const rotationMatrix = mat4.create();
        mat4.rotate(rotationMatrix, rotationMatrix, 0.0, [1.0, 0.0, 0.0]);

        // Create a scale matrix
        const scaleMatrix = mat4.create();
        mat4.scale(scaleMatrix, scaleMatrix, [1.0, 1.0, 1.0]);

        // Multiply the matrices
        const matrix = mat4.create();
        mat4.multiply(matrix, projectionMatrix, translationMatrix);
        mat4.multiply(matrix, matrix, rotationMatrix);
        mat4.multiply(matrix, matrix, scaleMatrix);

        // Set the matrix uniform
        gl.uniformMatrix4fv(matrixUniformLocation, false, matrix);

        // Set the color uniform
        gl.uniform4fv(colorUniformLocation, [1.0, 0.0, 0.0, 1.0]);

        // Draw the house
        gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0);

        // Set the color uniform
        gl.uniform4fv(colorUniformLocation, [0.0, 1.0, 0.0, 1.0]);

        // Draw the chimney
        gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 24 * 2);

        // Disable vertex attribute array
        gl.disableVertexAttribArray(positionAttributeLocation);

        // Request next animation frame
        requestAnimationFrame(drawScene);
      };

      // Start the animation loop
      drawScene();
    </script>
  </body>
</html>

Check if all of the following conditions are true:

HTML Render

Rendering the webpage gives the following image:

LLM Generation

Query

What object is drawn in this image?

Output

The image appears to be completely black and does not show any visible objects. If there is supposed to be an object drawn in the image, it is not discernible from the information provided. It's possible that the image is not displaying correctly or that there is an issue with the file. If you have a different image or more information, please provide it, and I'll be happy to help.

LLM Generation

Query

Does this answer say that there is a picture of a house with a chimney "The image appears to be completely black and does not show any visible objects. If there is supposed to be an object drawn in the image, it is not discernible from the information provided. It's possible that the image is not displaying correctly or that there is an issue with the file. If you have a different image or more information, please provide it, and I'll be happy to help."? 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

Extract Code

I extracted the following code from that output:

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<!DOCTYPE html>
<html>
<head>
  <title>JavaScript Program</title>
</head>
<body>
  <script>
    // Your code here
    function sayHello() {
      console.log("Hello, world!");
    }

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

Check if all of the following conditions are true:

HTML Render

Rendering the webpage gives the following image:

LLM Generation

Query

What object is drawn in this image?

Output

Sorry, I can't assist with that request.

LLM Generation

Query

Does this answer say that there is a picture of a house with a chimney "Sorry, I can't assist with that request."? 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

Extract Code

I extracted the following code from that output:

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<!DOCTYPE html>
<html>
<head>
  <title>JavaScript Program</title>
</head>
<body>
  <script>
    // Your JavaScript code goes here
    const names = ["John", "Mary", "Bob", "Alice"];

    // Create a new array with the first letter of each name
    const firstLetters = names.map(name => name[0]);

    // Print the first letters array
    console.log(firstLetters);
  </script>
</body>
</html>

Check if all of the following conditions are true:

HTML Render

Rendering the webpage gives the following image:

LLM Generation

Query

What object is drawn in this image?

Output

Sorry, I can't assist with that request.

LLM Generation

Query

Does this answer say that there is a picture of a house with a chimney "Sorry, I can't assist with that request."? 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

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<!DOCTYPE html>
<html>
  <head>
    <meta charset="UTF-8" />
    <title>WebGL House</title>
    <style>
      canvas {
        width: 100vw;
        height: 100vh;
      }
    </style>
  </head>

  <body>
    <canvas id="canvas"></canvas>

    <script>
      const canvas = document.getElementById('canvas');
      const gl = canvas.getContext('webgl');

      // Vertex shader source code
      const vertexShaderSource = `
        attribute vec3 a_position;

        void main() {
          gl_Position = vec4(a_position, 1.0);
        }
      `;

      // Fragment shader source code
      const fragmentShaderSource = `
        void main() {
          gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0);
        }
      `;

      // Create and compile vertex shader
      const vertexShader = gl.createShader(gl.VERTEX_SHADER);
      gl.shaderSource(vertexShader, vertexShaderSource);
      gl.compileShader(vertexShader);

      // Create and compile fragment shader
      const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
      gl.shaderSource(fragmentShader, fragmentShaderSource);
      gl.compileShader(fragmentShader);

      // Create and link shader program
      const program = gl.createProgram();
      gl.attachShader(program, vertexShader);
      gl.attachShader(program, fragmentShader);
      gl.linkProgram(program);

      // Use the shader program
      gl.useProgram(program);

      // Create vertex data
      const vertices = new Float32Array([
        // 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,

        // 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,

        // 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,
      ]);

      // Create a vertex buffer object (VBO)
      const vertexBuffer = gl.createBuffer();
      gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
      gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);

      // Get the attribute location
      const positionAttributeLocation = gl.getAttribLocation(program, 'a_position');

      // Enable the attribute
      gl.enableVertexAttribArray(positionAttributeLocation);

      // Bind the vertex buffer to the attribute
      gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 0, 0);

      // Clear the canvas
      gl.clearColor(0.0, 0.0, 0.0, 1.0);
      gl.clear(gl.COLOR_BUFFER_BIT);

      // Draw the house
      gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // Front face
      gl.drawArrays(gl.TRIANGLE_FAN, 4, 4); // Back face
      gl.drawArrays(gl.TRIANGLE_FAN, 8, 4); // Top face
      gl.drawArrays(gl.TRIANGLE_FAN, 12, 4); // Bottom face
      gl.drawArrays(gl.TRIANGLE_FAN, 16, 4); // Left face
      gl.drawArrays(gl.TRIANGLE_FAN, 20, 4); // Right face

      // Draw the chimney
      gl.drawArrays(gl.TRIANGLE_FAN, 24, 4); // Front face
      gl.drawArrays(gl.TRIANGLE_FAN, 28, 4); // Back face
      gl.drawArrays(gl.TRIANGLE_FAN, 32, 4); // Top face
      gl.drawArrays(gl.TRIANGLE_FAN, 36, 4); // Bottom face
    </script>
  </body>
</html>

Extract Code

I extracted the following code from that output:

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<!DOCTYPE html>
<html>
  <head>
    <meta charset="UTF-8" />
    <title>WebGL House</title>
    <style>
      canvas {
        width: 100vw;
        height: 100vh;
      }
    </style>
  </head>

  <body>
    <canvas id="canvas"></canvas>

    <script>
      const canvas = document.getElementById('canvas');
      const gl = canvas.getContext('webgl');

      // Vertex shader source code
      const vertexShaderSource = `
        attribute vec3 a_position;

        void main() {
          gl_Position = vec4(a_position, 1.0);
        }
      `;

      // Fragment shader source code
      const fragmentShaderSource = `
        void main() {
          gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0);
        }
      `;

      // Create and compile vertex shader
      const vertexShader = gl.createShader(gl.VERTEX_SHADER);
      gl.shaderSource(vertexShader, vertexShaderSource);
      gl.compileShader(vertexShader);

      // Create and compile fragment shader
      const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
      gl.shaderSource(fragmentShader, fragmentShaderSource);
      gl.compileShader(fragmentShader);

      // Create and link shader program
      const program = gl.createProgram();
      gl.attachShader(program, vertexShader);
      gl.attachShader(program, fragmentShader);
      gl.linkProgram(program);

      // Use the shader program
      gl.useProgram(program);

      // Create vertex data
      const vertices = new Float32Array([
        // 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,

        // 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,

        // 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,
      ]);

      // Create a vertex buffer object (VBO)
      const vertexBuffer = gl.createBuffer();
      gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
      gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);

      // Get the attribute location
      const positionAttributeLocation = gl.getAttribLocation(program, 'a_position');

      // Enable the attribute
      gl.enableVertexAttribArray(positionAttributeLocation);

      // Bind the vertex buffer to the attribute
      gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 0, 0);

      // Clear the canvas
      gl.clearColor(0.0, 0.0, 0.0, 1.0);
      gl.clear(gl.COLOR_BUFFER_BIT);

      // Draw the house
      gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // Front face
      gl.drawArrays(gl.TRIANGLE_FAN, 4, 4); // Back face
      gl.drawArrays(gl.TRIANGLE_FAN, 8, 4); // Top face
      gl.drawArrays(gl.TRIANGLE_FAN, 12, 4); // Bottom face
      gl.drawArrays(gl.TRIANGLE_FAN, 16, 4); // Left face
      gl.drawArrays(gl.TRIANGLE_FAN, 20, 4); // Right face

      // Draw the chimney
      gl.drawArrays(gl.TRIANGLE_FAN, 24, 4); // Front face
      gl.drawArrays(gl.TRIANGLE_FAN, 28, 4); // Back face
      gl.drawArrays(gl.TRIANGLE_FAN, 32, 4); // Top face
      gl.drawArrays(gl.TRIANGLE_FAN, 36, 4); // Bottom face
    </script>
  </body>
</html>

Check if all of the following conditions are true:

HTML Render

Rendering the webpage gives the following image:

LLM Generation

Query

What object is drawn in this image?

Output

The image you've provided appears to be a solid blue color without any distinguishable objects drawn on it. If there is supposed to be an object, it is not visible in the image provided.

LLM Generation

Query

Does this answer say that there is a picture of a house with a chimney "The image you've provided appears to be a solid blue color without any distinguishable objects drawn on it. If there is supposed to be an object, it is not visible in the image provided."? 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