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

Creating a simple representation of a house with a chimney using WebGL in a single HTML file involves several steps. Due to the complexity of WebGL, we'll start with the basics to keep it as simple as possible. We'll define a simple house shape and a chimney as 2D objects on a WebGL canvas that takes up the full page. Here's an example HTML file that demonstrates this:

  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>WebGL House with Chimney</title>
<style>
    body, html {
        margin: 0;
        padding: 0;
        overflow: hidden;
    }
    canvas {
        display: block; /* Removes the margin in the bottom */
        background: #87CEEB; /* Light sky blue background */
        width: 100vw;
        height: 100vh;
    }
</style>
</head>
<body>
<canvas id="webgl-canvas"></canvas>
<script type="text/javascript">
    function createShader(gl, type, source) {
        var shader = gl.createShader(type);
        gl.shaderSource(shader, source);
        gl.compileShader(shader);
        if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
            console.error('ERROR compiling shader!', gl.getShaderInfoLog(shader));
            gl.deleteShader(shader);
            return null;
        }
        return shader;
    }

    function createProgram(gl, vertexShader, fragmentShader) {
        var program = gl.createProgram();
        gl.attachShader(program, vertexShader);
        gl.attachShader(program, fragmentShader);
        gl.linkProgram(program);
        if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
            console.error('ERROR linking program!', gl.getProgramInfoLog(program));
            return null;
        }
        return program;
    }

    function initWebGL() {
        var canvas = document.getElementById('webgl-canvas');
        canvas.width = canvas.clientWidth;
        canvas.height = canvas.clientHeight;
        var gl = canvas.getContext('webgl');
        if (!gl) {
            console.error("Unable to initialize WebGL. Your browser may not support it.");
            return;
        }

        var vertexShaderSource = `
            attribute vec2 position;
            void main() {
                gl_Position = vec4(position, 0.0, 1.0);
            }
        `;
        var fragmentShaderSource = `
            precision mediump float;
            void main() {
                gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Red color
            }
        `;

        var vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
        var fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);
        var program = createProgram(gl, vertexShader, fragmentShader);
        gl.useProgram(program);

        var houseVertices = new Float32Array([
            -0.5, -0.5, // bottom left
             0.5, -0.5, // bottom right
             0.5,  0.5, // top right
            -0.5,  0.5, // top left
            -0.5, -0.5, // bottom left (to close the loop)
            0.0,  0.75, // top peak of the house
             0.5,  0.5, // top right
            -0.5,  0.5, // top left
        ]);

        var chimneyVertices = new Float32Array([
             0.1,  0.5, // bottom left of the chimney
             0.3,  0.5, // bottom right of the chimney
             0.3,  0.8, // top right of the chimney
             0.1,  0.8, // top left of the chimney
             0.1,  0.5, // bottom left of the chimney (to close the loop)
        ]);

        var positionAttributeLocation = gl.getAttribLocation(program, 'position');

        var houseBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, houseBuffer);
        gl.bufferData(gl.ARRAY_BUFFER, houseVertices, gl.STATIC_DRAW);

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

        // Drawing the house
        gl.drawArrays(gl.LINE_STRIP, 0, 8);

        var chimneyBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, chimneyBuffer);
        gl.bufferData(gl.ARRAY_BUFFER, chimneyVertices, gl.STATIC_DRAW);
        gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);

        // Drawing the chimney
        gl.drawArrays(gl.LINE_STRIP, 0, 5);
    }

    window.onload = initWebGL;
</script>
</body>
</html>
This example initializes WebGL and draws a simple house and chimney shape using `LINE_STRIP` mode to outline the shapes. The house and chimney are created by specifying their vertices and drawing them on the canvas. This representation is very basic and primarily serves as an introduction to drawing with WebGL. Remember, this is a simple example to get you started. WebGL is powerful and can do much more complex 3D rendering. For more complex shapes, textures, and lighting, you would need to delve deeper into WebGL concepts and possibly use additional libraries to simplify the process.

Extract Code

I extracted the following code from that output:

  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>WebGL House with Chimney</title>
<style>
    body, html {
        margin: 0;
        padding: 0;
        overflow: hidden;
    }
    canvas {
        display: block; /* Removes the margin in the bottom */
        background: #87CEEB; /* Light sky blue background */
        width: 100vw;
        height: 100vh;
    }
</style>
</head>
<body>
<canvas id="webgl-canvas"></canvas>
<script type="text/javascript">
    function createShader(gl, type, source) {
        var shader = gl.createShader(type);
        gl.shaderSource(shader, source);
        gl.compileShader(shader);
        if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
            console.error('ERROR compiling shader!', gl.getShaderInfoLog(shader));
            gl.deleteShader(shader);
            return null;
        }
        return shader;
    }

    function createProgram(gl, vertexShader, fragmentShader) {
        var program = gl.createProgram();
        gl.attachShader(program, vertexShader);
        gl.attachShader(program, fragmentShader);
        gl.linkProgram(program);
        if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
            console.error('ERROR linking program!', gl.getProgramInfoLog(program));
            return null;
        }
        return program;
    }

    function initWebGL() {
        var canvas = document.getElementById('webgl-canvas');
        canvas.width = canvas.clientWidth;
        canvas.height = canvas.clientHeight;
        var gl = canvas.getContext('webgl');
        if (!gl) {
            console.error("Unable to initialize WebGL. Your browser may not support it.");
            return;
        }

        var vertexShaderSource = `
            attribute vec2 position;
            void main() {
                gl_Position = vec4(position, 0.0, 1.0);
            }
        `;
        var fragmentShaderSource = `
            precision mediump float;
            void main() {
                gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Red color
            }
        `;

        var vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
        var fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);
        var program = createProgram(gl, vertexShader, fragmentShader);
        gl.useProgram(program);

        var houseVertices = new Float32Array([
            -0.5, -0.5, // bottom left
             0.5, -0.5, // bottom right
             0.5,  0.5, // top right
            -0.5,  0.5, // top left
            -0.5, -0.5, // bottom left (to close the loop)
            0.0,  0.75, // top peak of the house
             0.5,  0.5, // top right
            -0.5,  0.5, // top left
        ]);

        var chimneyVertices = new Float32Array([
             0.1,  0.5, // bottom left of the chimney
             0.3,  0.5, // bottom right of the chimney
             0.3,  0.8, // top right of the chimney
             0.1,  0.8, // top left of the chimney
             0.1,  0.5, // bottom left of the chimney (to close the loop)
        ]);

        var positionAttributeLocation = gl.getAttribLocation(program, 'position');

        var houseBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, houseBuffer);
        gl.bufferData(gl.ARRAY_BUFFER, houseVertices, gl.STATIC_DRAW);

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

        // Drawing the house
        gl.drawArrays(gl.LINE_STRIP, 0, 8);

        var chimneyBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, chimneyBuffer);
        gl.bufferData(gl.ARRAY_BUFFER, chimneyVertices, gl.STATIC_DRAW);
        gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);

        // Drawing the chimney
        gl.drawArrays(gl.LINE_STRIP, 0, 5);
    }

    window.onload = initWebGL;
</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

I'm sorry, I can't provide assistance with that request.

LLM Generation

Query

Does this answer say that there is a picture of a house with a chimney "I'm sorry, I can't provide assistance 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

Certainly! Below is an example of how you could draw a simple house with a chimney using WebGL in a single HTML file. This example assumes some familiarity with WebGL and GLSL (OpenGL Shading Language). WebGL is quite low-level, so drawing shapes involves creating vertices for the shapes, creating shaders to color or texture the shapes, and then rendering them. This example creates a canvas that takes up the whole page, and then it initializes WebGL to draw a simple house and chimney. The house is represented as a collection of triangles. Note that this is a basic example and WebGL can do much more complex and interesting graphics with more code.

  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
<!DOCTYPE html>
<html>
<head>
    <title>WebGL House with Chimney</title>
    <style>
        body, html {
            margin: 0;
            width: 100%;
            height: 100%;
        }
        canvas {
            display: block; /* removes the margin in the bottom */
        }
    </style>
</head>
<body>
<canvas id="glCanvas"></canvas>
<script>
    var canvas = document.getElementById('glCanvas');
    canvas.width = window.innerWidth;
    canvas.height = window.innerHeight;

    var gl = canvas.getContext('webgl');

    if (!gl) {
        console.error('Unable to initialize WebGL. Your browser may not support it.');
        alert('WebGL not supported in this browser!');
    }

    // Vertex shader program
    var vsSource = `
        attribute vec4 aVertexPosition;
        void main(void) {
            gl_Position = aVertexPosition;
        }
    `;

    // Fragment shader program
    var fsSource = `
        precision mediump float;
        uniform vec4 uColor;
        void main(void) {
            gl_FragColor = uColor;
        }
    `;

    function initShaderProgram(gl, vsSource, fsSource) {
        var vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
        var fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);

        var shaderProgram = gl.createProgram();
        gl.attachShader(shaderProgram, vertexShader);
        gl.attachShader(shaderProgram, fragmentShader);
        gl.linkProgram(shaderProgram);

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

        return shaderProgram;
    }

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

        if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
            alert('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader));
            gl.deleteShader(shader);
            return null;
        }

        return shader;
    }

    var shaderProgram = initShaderProgram(gl, vsSource, fsSource);
    var programInfo = {
        program: shaderProgram,
        attribLocations: {
            vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'),
        },
        uniformLocations: {
            color: gl.getUniformLocation(shaderProgram, 'uColor'),
        },
    };

    // Define the positions for the house and chimney
    var positions = new Float32Array([
        // House main part
        -0.5, -0.5,
        0.5, -0.5,
        0.5, 0.5,
        -0.5, 0.5,
        
        // Roof
        -0.6, 0.5,
        0.0, 1.0,
        0.6, 0.5,
        
        // Chimney
        0.3, 0.75,
        0.5, 0.75,
        0.5, 1.0,
        0.3, 1.0,
    ]);

    // Create a buffer for the house's positions.
    var positionBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);

    function drawScene(gl, programInfo, positionBuffer) {
        gl.clearColor(0.8, 0.8, 0.8, 1.0);  // Clear to light grey
        gl.clear(gl.COLOR_BUFFER_BIT);

        // Tell WebGL how to pull out the positions from the position buffer into the vertexPosition attribute
        {
            const numComponents = 2;  // pull out 2 values per iteration
            const type = gl.FLOAT;    // the data in the buffer is 32bit floats
            const normalize = false;  // don't normalize
            const stride = 0;         // how many bytes to get from one set of values to the next
                                      // 0 = use type and numComponents above
            const offset = 0;         // how many bytes inside the buffer to start from
            gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
            gl.vertexAttribPointer(programInfo.attribLocations.vertexPosition, numComponents, type, normalize, stride, offset);
            gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition);
        }

        // Set the shader program to use
        gl.useProgram(programInfo.program);

        // Draw the house main part
        gl.uniform4f(programInfo.uniformLocations.color, 1.0, 0.0, 0.0, 1.0); // Red color
        gl.drawArrays(gl.TRIANGLE_FAN, 0, 4);

        // Draw the roof
        gl.uniform4f(programInfo.uniformLocations.color, 0.5, 0.0, 0.0, 1.0); // Darker red
        gl.drawArrays(gl.TRIANGLES, 4, 3);

        // Draw the chimney
        gl.uniform4f(programInfo.uniformLocations.color, 0.6, 0.3, 0.3, 1.0); // Brownish color
        gl.drawArrays(gl.TRIANGLE_FAN, 7, 4);
    }

    drawScene(gl, programInfo, positionBuffer);
</script>
</body>
</html>
In this example, a simple house and chimney are drawn using `TRIANGLE_FAN` for the house's main part and chimney, and `TRIANGLES` for the roof. The colors are set using uniform variables in the fragment shader. WebGL programming involves quite a bit of boilerplate to get started, including setting up shaders, buffers, and drawing commands. This example simplifies these to focus on drawing a basic shape. For more complex scenes or effects, you'd likely want to expand on this with more shaders, textures, and WebGL features.

Extract Code

I extracted the following code from that output:

  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
<!DOCTYPE html>
<html>
<head>
    <title>WebGL House with Chimney</title>
    <style>
        body, html {
            margin: 0;
            width: 100%;
            height: 100%;
        }
        canvas {
            display: block; /* removes the margin in the bottom */
        }
    </style>
</head>
<body>
<canvas id="glCanvas"></canvas>
<script>
    var canvas = document.getElementById('glCanvas');
    canvas.width = window.innerWidth;
    canvas.height = window.innerHeight;

    var gl = canvas.getContext('webgl');

    if (!gl) {
        console.error('Unable to initialize WebGL. Your browser may not support it.');
        alert('WebGL not supported in this browser!');
    }

    // Vertex shader program
    var vsSource = `
        attribute vec4 aVertexPosition;
        void main(void) {
            gl_Position = aVertexPosition;
        }
    `;

    // Fragment shader program
    var fsSource = `
        precision mediump float;
        uniform vec4 uColor;
        void main(void) {
            gl_FragColor = uColor;
        }
    `;

    function initShaderProgram(gl, vsSource, fsSource) {
        var vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
        var fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);

        var shaderProgram = gl.createProgram();
        gl.attachShader(shaderProgram, vertexShader);
        gl.attachShader(shaderProgram, fragmentShader);
        gl.linkProgram(shaderProgram);

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

        return shaderProgram;
    }

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

        if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
            alert('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader));
            gl.deleteShader(shader);
            return null;
        }

        return shader;
    }

    var shaderProgram = initShaderProgram(gl, vsSource, fsSource);
    var programInfo = {
        program: shaderProgram,
        attribLocations: {
            vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'),
        },
        uniformLocations: {
            color: gl.getUniformLocation(shaderProgram, 'uColor'),
        },
    };

    // Define the positions for the house and chimney
    var positions = new Float32Array([
        // House main part
        -0.5, -0.5,
        0.5, -0.5,
        0.5, 0.5,
        -0.5, 0.5,
        
        // Roof
        -0.6, 0.5,
        0.0, 1.0,
        0.6, 0.5,
        
        // Chimney
        0.3, 0.75,
        0.5, 0.75,
        0.5, 1.0,
        0.3, 1.0,
    ]);

    // Create a buffer for the house's positions.
    var positionBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);

    function drawScene(gl, programInfo, positionBuffer) {
        gl.clearColor(0.8, 0.8, 0.8, 1.0);  // Clear to light grey
        gl.clear(gl.COLOR_BUFFER_BIT);

        // Tell WebGL how to pull out the positions from the position buffer into the vertexPosition attribute
        {
            const numComponents = 2;  // pull out 2 values per iteration
            const type = gl.FLOAT;    // the data in the buffer is 32bit floats
            const normalize = false;  // don't normalize
            const stride = 0;         // how many bytes to get from one set of values to the next
                                      // 0 = use type and numComponents above
            const offset = 0;         // how many bytes inside the buffer to start from
            gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
            gl.vertexAttribPointer(programInfo.attribLocations.vertexPosition, numComponents, type, normalize, stride, offset);
            gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition);
        }

        // Set the shader program to use
        gl.useProgram(programInfo.program);

        // Draw the house main part
        gl.uniform4f(programInfo.uniformLocations.color, 1.0, 0.0, 0.0, 1.0); // Red color
        gl.drawArrays(gl.TRIANGLE_FAN, 0, 4);

        // Draw the roof
        gl.uniform4f(programInfo.uniformLocations.color, 0.5, 0.0, 0.0, 1.0); // Darker red
        gl.drawArrays(gl.TRIANGLES, 4, 3);

        // Draw the chimney
        gl.uniform4f(programInfo.uniformLocations.color, 0.6, 0.3, 0.3, 1.0); // Brownish color
        gl.drawArrays(gl.TRIANGLE_FAN, 7, 4);
    }

    drawScene(gl, programInfo, positionBuffer);
</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 a simplified or abstract representation of a house. It features a red square shape that could be interpreted as the main structure of the house, with a brown triangular shape on top that suggests a roof. There is also a smaller rectangular shape that could represent a chimney. The shapes are basic and lack detail, but they come together to suggest the idea of a house.

LLM Generation

Query

Does this answer say that there is a picture of a house with a chimney "The image appears to be a simplified or abstract representation of a house. It features a red square shape that could be interpreted as the main structure of the house, with a brown triangular shape on top that suggests a roof. There is also a smaller rectangular shape that could represent a chimney. The shapes are basic and lack detail, but they come together to suggest the idea of a house."? 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

To draw an image of a house with a chimney using WebGL in a single HTML file, you will need to have some understanding of WebGL basics. WebGL allows you to create 3D graphics using shaders written in GLSL (OpenGL Shading Language). However, for simplicity, the "house" and "chimney" will be represented in a 2D perspective, as creating 3D models requires a more complex setup and understanding of 3D space, lighting, and shading. Below is a basic example of how you can achieve this. This code will create a simple representation of a house with a chimney. Note that for the full-page canvas and simplicity, we'll keep the shapes basic.

  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
<!DOCTYPE html>
<html>
<head>
    <title>WebGL House with Chimney</title>
    <style>
        body, html {
            margin: 0;
            padding: 0;
            overflow: hidden;
        }
        canvas {
            display: block;
        }
    </style>
</head>
<body>
<canvas id="glCanvas"></canvas>

<script>
    // Get the canvas and set its size to fill the page
    var canvas = document.getElementById("glCanvas");
    canvas.width = window.innerWidth;
    canvas.height = window.innerHeight;

    // Initialize the WebGL context
    var gl = canvas.getContext("webgl");

    if (!gl) {
        console.error("Unable to initialize WebGL. Your browser may not support it.");
        alert("WebGL not supported in this browser!");
    }

    // Vertex shader program
    var vsSource = `
        attribute vec4 aVertexPosition;
        void main(void) {
            gl_Position = aVertexPosition;
        }
    `;

    // Fragment shader program
    var fsSource = `
        precision mediump float;
        uniform vec4 uColor;
        void main(void) {
            gl_FragColor = uColor;
        }
    `;

    // Initialize shaders
    function initShaderProgram(gl, vsSource, fsSource) {
        var vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
        var fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);

        var shaderProgram = gl.createProgram();
        gl.attachShader(shaderProgram, vertexShader);
        gl.attachShader(shaderProgram, fragmentShader);
        gl.linkProgram(shaderProgram);

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

        return shaderProgram;
    }

    // Creates a shader of the given type, uploads the source and compiles it.
    function loadShader(gl, type, source) {
        var shader = gl.createShader(type);
        gl.shaderSource(shader, source);
        gl.compileShader(shader);

        if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
            alert('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader));
            gl.deleteShader(shader);
            return null;
        }

        return shader;
    }

    // Clear the canvas
    gl.clearColor(0.8, 0.8, 0.8, 1.0);  // Clear to light grey
    gl.clear(gl.COLOR_BUFFER_BIT);

    var shaderProgram = initShaderProgram(gl, vsSource, fsSource);
    gl.useProgram(shaderProgram);

    // Define the positions for a simple 2D house and chimney
    var houseVertices = new Float32Array([
        -0.5, -0.5,
        0.5, -0.5,
        0.5, 0.5,
        -0.5, 0.5,
        -0.5, -0.5,
        0.0, 0.8,
        0.5, 0.5,
    ]);

    var chimneyVertices = new Float32Array([
        0.1, 0.1,
        0.3, 0.1,
        0.3, 0.5,
        0.1, 0.5,
    ]);

    // Function to draw
    function draw(vertices, color) {
        var vertexBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
        gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);

        var position = gl.getAttribLocation(shaderProgram, 'aVertexPosition');
        gl.vertexAttribPointer(position, 2, gl.FLOAT, false, 0, 0);
        gl.enableVertexAttribArray(position);

        var uColor = gl.getUniformLocation(shaderProgram, 'uColor');
        gl.uniform4fv(uColor, color);

        gl.drawArrays(gl.LINE_STRIP, 0, vertices.length / 2);
    }

    // Draw the house
    draw(houseVertices, [0.0, 0.0, 0.0, 1.0]); // Black
    // Draw the chimney
    draw(chimneyVertices, [1.0, 0.0, 0.0, 1.0]); // Red

</script>
</body>
</html>
This example covers the basics of setting up a WebGL context, creating and compiling shaders, and drawing simple shapes using `LINE_STRIP` to represent a house and a chimney. The `houseVertices` and `chimneyVertices` arrays define the vertices of the house and chimney, respectively, and the `draw` function draws these shapes on the canvas. Remember, WebGL works best with triangles and lines for drawing, so complex shapes need to be broken down into these primitives.

Extract Code

I extracted the following code from that output:

  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
<!DOCTYPE html>
<html>
<head>
    <title>WebGL House with Chimney</title>
    <style>
        body, html {
            margin: 0;
            padding: 0;
            overflow: hidden;
        }
        canvas {
            display: block;
        }
    </style>
</head>
<body>
<canvas id="glCanvas"></canvas>

<script>
    // Get the canvas and set its size to fill the page
    var canvas = document.getElementById("glCanvas");
    canvas.width = window.innerWidth;
    canvas.height = window.innerHeight;

    // Initialize the WebGL context
    var gl = canvas.getContext("webgl");

    if (!gl) {
        console.error("Unable to initialize WebGL. Your browser may not support it.");
        alert("WebGL not supported in this browser!");
    }

    // Vertex shader program
    var vsSource = `
        attribute vec4 aVertexPosition;
        void main(void) {
            gl_Position = aVertexPosition;
        }
    `;

    // Fragment shader program
    var fsSource = `
        precision mediump float;
        uniform vec4 uColor;
        void main(void) {
            gl_FragColor = uColor;
        }
    `;

    // Initialize shaders
    function initShaderProgram(gl, vsSource, fsSource) {
        var vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
        var fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);

        var shaderProgram = gl.createProgram();
        gl.attachShader(shaderProgram, vertexShader);
        gl.attachShader(shaderProgram, fragmentShader);
        gl.linkProgram(shaderProgram);

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

        return shaderProgram;
    }

    // Creates a shader of the given type, uploads the source and compiles it.
    function loadShader(gl, type, source) {
        var shader = gl.createShader(type);
        gl.shaderSource(shader, source);
        gl.compileShader(shader);

        if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
            alert('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader));
            gl.deleteShader(shader);
            return null;
        }

        return shader;
    }

    // Clear the canvas
    gl.clearColor(0.8, 0.8, 0.8, 1.0);  // Clear to light grey
    gl.clear(gl.COLOR_BUFFER_BIT);

    var shaderProgram = initShaderProgram(gl, vsSource, fsSource);
    gl.useProgram(shaderProgram);

    // Define the positions for a simple 2D house and chimney
    var houseVertices = new Float32Array([
        -0.5, -0.5,
        0.5, -0.5,
        0.5, 0.5,
        -0.5, 0.5,
        -0.5, -0.5,
        0.0, 0.8,
        0.5, 0.5,
    ]);

    var chimneyVertices = new Float32Array([
        0.1, 0.1,
        0.3, 0.1,
        0.3, 0.5,
        0.1, 0.5,
    ]);

    // Function to draw
    function draw(vertices, color) {
        var vertexBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
        gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);

        var position = gl.getAttribLocation(shaderProgram, 'aVertexPosition');
        gl.vertexAttribPointer(position, 2, gl.FLOAT, false, 0, 0);
        gl.enableVertexAttribArray(position);

        var uColor = gl.getUniformLocation(shaderProgram, 'uColor');
        gl.uniform4fv(uColor, color);

        gl.drawArrays(gl.LINE_STRIP, 0, vertices.length / 2);
    }

    // Draw the house
    draw(houseVertices, [0.0, 0.0, 0.0, 1.0]); // Black
    // Draw the chimney
    draw(chimneyVertices, [1.0, 0.0, 0.0, 1.0]); // Red

</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 show a two-dimensional line drawing of a geometric figure. It looks like a square with one of its corners extended outwards, forming an additional triangular shape. The red lines seem to indicate a right angle, which is a common feature in geometric drawings to denote 90-degree angles. This could be an abstract representation or part of a geometric problem or illustration.

LLM Generation

Query

Does this answer say that there is a picture of a house with a chimney "The image appears to show a two-dimensional line drawing of a geometric figure. It looks like a square with one of its corners extended outwards, forming an additional triangular shape. The red lines seem to indicate a right angle, which is a common feature in geometric drawings to denote 90-degree angles. This could be an abstract representation or part of a geometric problem or illustration."? 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

To draw an image of a house with a chimney using WebGL in a single HTML file, you will need to understand the basics of WebGL, including how to set up a WebGL context, define shapes, and apply colors. Below is an example of how you could achieve this. This example uses WebGL to draw a simple house with a chimney. Due to the complexity of WebGL, this example keeps things basic and outlines the fundamental steps, including setting up the WebGL context, creating a shader program, and defining vertices for our house and chimney.

  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
<!DOCTYPE html>
<html>
<head>
    <title>WebGL House with Chimney</title>
    <style>
        body { margin: 0; }
        canvas { width: 100%; height: 100%; display: block; }
    </style>
</head>
<body>
<canvas id="webgl-canvas"></canvas>
<script>
    document.addEventListener("DOMContentLoaded", function() {
        var canvas = document.getElementById("webgl-canvas");
        canvas.width = window.innerWidth;
        canvas.height = window.innerHeight;

        var gl = canvas.getContext("webgl");

        if (!gl) {
            console.error("Unable to initialize WebGL.");
            return;
        }

        // Vertex shader program
        var vsSource = `
            attribute vec4 aVertexPosition;
            void main(void) {
                gl_Position = aVertexPosition;
            }
        `;

        // Fragment shader program
        var fsSource = `
            precision mediump float;
            uniform vec4 uColor;
            void main(void) {
                gl_FragColor = uColor;
            }
        `;

        // Initialize a shader program; this is where all the lighting for the vertices and so forth is established.
        var shaderProgram = initShaderProgram(gl, vsSource, fsSource);
        var programInfo = {
            program: shaderProgram,
            attribLocations: {
                vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'),
            },
            uniformLocations: {
                color: gl.getUniformLocation(shaderProgram, 'uColor'),
            },
        };

        // Define the house and chimney
        var 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
            -0.6,  0.5,
             0.0,  0.8,
             0.6,  0.5,
            // Chimney
             0.3,  0.5,
             0.5,  0.5,
             0.5,  0.7,
             0.3,  0.5,
             0.5,  0.7,
             0.3,  0.7,
        ];

        // Initialize buffer
        var positionBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(houseVertices), gl.STATIC_DRAW);

        var colors = [
            [1.0, 1.0, 0.0, 1.0],    // Yellow - House
            [1.0, 0.0, 0.0, 1.0],    // Red - Roof
            [0.5, 0.5, 0.5, 1.0],    // Grey - Chimney
        ];

        function drawScene() {
            gl.clearColor(0.0, 0.0, 0.0, 1.0);  // Clear to black, fully opaque
            gl.clearDepth(1.0);                 // Clear everything
            gl.enable(gl.DEPTH_TEST);           // Enable depth testing
            gl.depthFunc(gl.LEQUAL);            // Near things obscure far things

            // Clear the canvas before we start drawing on it.
            gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

            // Tell WebGL how to pull out the positions from the position buffer into the vertexPosition attribute
            gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
            gl.vertexAttribPointer(programInfo.attribLocations.vertexPosition, 2, gl.FLOAT, false, 0, 0);
            gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition);

            // Draw the house
            gl.useProgram(programInfo.program);
            setRectangleColor(gl, programInfo, colors[0]);
            gl.drawArrays(gl.TRIANGLES, 0, 6);

            // Draw the roof
            setRectangleColor(gl, programInfo, colors[1]);
            gl.drawArrays(gl.TRIANGLES, 6, 3);

            // Draw the chimney
            setRectangleColor(gl, programInfo, colors[2]);
            gl.drawArrays(gl.TRIANGLES, 9, 6);
        }

        function setRectangleColor(gl, programInfo, color) {
            gl.uniform4fv(programInfo.uniformLocations.color, color);
        }

        function initShaderProgram(gl, vsSource, fsSource) {
            var vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
            var fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);

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

            // If creating the shader program failed, alert
            if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
                alert('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram));
                return null;
            }

            return shaderProgram;
        }

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

            // See if it compiled successfully
            if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
                alert('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader));
                gl.deleteShader(shader);
                return null;
            }

            return shader;
        }

        drawScene();
    });
</script>
</body>
</html>
This example creates a very basic representation of a house with a chimney in WebGL. We define vertices for each part of the house (base, roof, chimney), and then we specify colors for each part. WebGL's shader programs are used to process these vertices and colors. Remember, WebGL is a powerful but complex API. For more detailed and complex shapes or effects, you would need to delve deeper into topics like textures, lighting, and advanced GLSL (GL Shader Language) techniques.

Extract Code

I extracted the following code from that output:

  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
<!DOCTYPE html>
<html>
<head>
    <title>WebGL House with Chimney</title>
    <style>
        body { margin: 0; }
        canvas { width: 100%; height: 100%; display: block; }
    </style>
</head>
<body>
<canvas id="webgl-canvas"></canvas>
<script>
    document.addEventListener("DOMContentLoaded", function() {
        var canvas = document.getElementById("webgl-canvas");
        canvas.width = window.innerWidth;
        canvas.height = window.innerHeight;

        var gl = canvas.getContext("webgl");

        if (!gl) {
            console.error("Unable to initialize WebGL.");
            return;
        }

        // Vertex shader program
        var vsSource = `
            attribute vec4 aVertexPosition;
            void main(void) {
                gl_Position = aVertexPosition;
            }
        `;

        // Fragment shader program
        var fsSource = `
            precision mediump float;
            uniform vec4 uColor;
            void main(void) {
                gl_FragColor = uColor;
            }
        `;

        // Initialize a shader program; this is where all the lighting for the vertices and so forth is established.
        var shaderProgram = initShaderProgram(gl, vsSource, fsSource);
        var programInfo = {
            program: shaderProgram,
            attribLocations: {
                vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'),
            },
            uniformLocations: {
                color: gl.getUniformLocation(shaderProgram, 'uColor'),
            },
        };

        // Define the house and chimney
        var 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
            -0.6,  0.5,
             0.0,  0.8,
             0.6,  0.5,
            // Chimney
             0.3,  0.5,
             0.5,  0.5,
             0.5,  0.7,
             0.3,  0.5,
             0.5,  0.7,
             0.3,  0.7,
        ];

        // Initialize buffer
        var positionBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(houseVertices), gl.STATIC_DRAW);

        var colors = [
            [1.0, 1.0, 0.0, 1.0],    // Yellow - House
            [1.0, 0.0, 0.0, 1.0],    // Red - Roof
            [0.5, 0.5, 0.5, 1.0],    // Grey - Chimney
        ];

        function drawScene() {
            gl.clearColor(0.0, 0.0, 0.0, 1.0);  // Clear to black, fully opaque
            gl.clearDepth(1.0);                 // Clear everything
            gl.enable(gl.DEPTH_TEST);           // Enable depth testing
            gl.depthFunc(gl.LEQUAL);            // Near things obscure far things

            // Clear the canvas before we start drawing on it.
            gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

            // Tell WebGL how to pull out the positions from the position buffer into the vertexPosition attribute
            gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
            gl.vertexAttribPointer(programInfo.attribLocations.vertexPosition, 2, gl.FLOAT, false, 0, 0);
            gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition);

            // Draw the house
            gl.useProgram(programInfo.program);
            setRectangleColor(gl, programInfo, colors[0]);
            gl.drawArrays(gl.TRIANGLES, 0, 6);

            // Draw the roof
            setRectangleColor(gl, programInfo, colors[1]);
            gl.drawArrays(gl.TRIANGLES, 6, 3);

            // Draw the chimney
            setRectangleColor(gl, programInfo, colors[2]);
            gl.drawArrays(gl.TRIANGLES, 9, 6);
        }

        function setRectangleColor(gl, programInfo, color) {
            gl.uniform4fv(programInfo.uniformLocations.color, color);
        }

        function initShaderProgram(gl, vsSource, fsSource) {
            var vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
            var fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);

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

            // If creating the shader program failed, alert
            if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
                alert('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram));
                return null;
            }

            return shaderProgram;
        }

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

            // See if it compiled successfully
            if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
                alert('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader));
                gl.deleteShader(shader);
                return null;
            }

            return shader;
        }

        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 a simple, abstract representation of a house. It consists of basic geometric shapes: a yellow rectangle for the walls, a red triangle for the roof, and a smaller grey rectangle on the side, possibly representing a chimney. The background is black.

LLM Generation

Query

Does this answer say that there is a picture of a house with a chimney "The image appears to be a simple, abstract representation of a house. It consists of basic geometric shapes: a yellow rectangle for the walls, a red triangle for the roof, and a smaller grey rectangle on the side, possibly representing a chimney. The background is black."? 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

Creating a detailed image using WebGL requires a significant amount of JavaScript code due to the nature of WebGL. WebGL is primarily used for 3D graphics; however, for simplicity, I'll guide you through creating a basic 2D representation of a house with a chimney using WebGL. This will involve setting up a WebGL context, creating shaders, and defining the geometry to represent the house and the chimney.

  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
<!DOCTYPE html>
<html>
<head>
    <title>WebGL House with Chimney</title>
    <style>
        body, html {
            margin: 0;
            width: 100%;
            height: 100%;
            overflow: hidden;
        }

        canvas {
            display: block; /* Removes scrollbar */
            background-color: #87CEEB; /* Light blue background */
        }
    </style>
</head>
<body>
<canvas id="webgl-canvas"></canvas>
<script>
    document.addEventListener("DOMContentLoaded", function() {
        // Get canvas element and setup WebGL context
        var canvas = document.getElementById("webgl-canvas");
        canvas.width = window.innerWidth;
        canvas.height = window.innerHeight;

        var gl = canvas.getContext("webgl");
        if (!gl) {
            console.error("Unable to initialize WebGL. Your browser may not support it.");
            return;
        }

        // Vertex shader program
        var vsSource = `
            attribute vec4 aVertexPosition;
            void main(void) {
                gl_Position = aVertexPosition;
            }
        `;

        // Fragment shader program
        var fsSource = `
            precision mediump float;
            uniform vec4 uColor;
            void main(void) {
                gl_FragColor = uColor;
            }
        `;

        // Initialize a shader program; this is where all the lighting for the vertices and so forth is established.
        var shaderProgram = initShaderProgram(gl, vsSource, fsSource);
        var programInfo = {
            program: shaderProgram,
            attribLocations: {
                vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'),
            },
            uniformLocations: {
                color: gl.getUniformLocation(shaderProgram, 'uColor'),
            },
        };

        // Define the house and chimney
        var houseVertices = [
            // House base
            -0.5, -0.5,
            0.5, -0.5,
            0.5, 0.5,
            -0.5, 0.5,
            // Chimney
            0.2, 0.5,
            0.4, 0.5,
            0.4, 0.8,
            0.2, 0.8,
        ];

        // Draw the scene
        drawScene(gl, programInfo, houseVertices);

        function initShaderProgram(gl, vsSource, fsSource) {
            const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
            const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);

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

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

            return shaderProgram;
        }

        function loadShader(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 drawScene(gl, programInfo, vertices) {
            gl.clearColor(0.0, 0.0, 0.0, 0.0); // Clear to transparent, a cleaned background
            gl.clear(gl.COLOR_BUFFER_BIT);

            // Create a buffer for the square's positions.
            const positionBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);

            // Now pass the list of positions into WebGL to build the shape.
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);

            // Tell WebGL to use our program when drawing
            gl.useProgram(programInfo.program);

            // Set the shader uniforms
            gl.uniform4f(programInfo.uniformLocations.color, 0.8, 0.3, 0.2, 1.0); // Brown color

            // Pull the data from the buffer into the vertexPosition attribute
            gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition);
            gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
            gl.vertexAttribPointer(programInfo.attribLocations.vertexPosition, 2, gl.FLOAT, false, 0, 0);

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

            // Draw the chimney
            gl.drawArrays(gl.TRIANGLE_FAN, 4, 4);
        }
    });
</script>
</body>
</html>
This code demonstrates how to use WebGL to draw a basic 2D house with a chimney. WebGL is primarily meant for 3D graphics, and this example simplifies its use to create a 2D shape for demonstration purposes. The house is represented as two rectangles (the base and the chimney), and it's drawn using `gl.TRIANGLE_FAN` to form the shapes from the given vertices. The colors and shapes are simplistic, aiming to keep the focus on how to set up and render basic shapes with WebGL.

Extract Code

I extracted the following code from that output:

  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
<!DOCTYPE html>
<html>
<head>
    <title>WebGL House with Chimney</title>
    <style>
        body, html {
            margin: 0;
            width: 100%;
            height: 100%;
            overflow: hidden;
        }

        canvas {
            display: block; /* Removes scrollbar */
            background-color: #87CEEB; /* Light blue background */
        }
    </style>
</head>
<body>
<canvas id="webgl-canvas"></canvas>
<script>
    document.addEventListener("DOMContentLoaded", function() {
        // Get canvas element and setup WebGL context
        var canvas = document.getElementById("webgl-canvas");
        canvas.width = window.innerWidth;
        canvas.height = window.innerHeight;

        var gl = canvas.getContext("webgl");
        if (!gl) {
            console.error("Unable to initialize WebGL. Your browser may not support it.");
            return;
        }

        // Vertex shader program
        var vsSource = `
            attribute vec4 aVertexPosition;
            void main(void) {
                gl_Position = aVertexPosition;
            }
        `;

        // Fragment shader program
        var fsSource = `
            precision mediump float;
            uniform vec4 uColor;
            void main(void) {
                gl_FragColor = uColor;
            }
        `;

        // Initialize a shader program; this is where all the lighting for the vertices and so forth is established.
        var shaderProgram = initShaderProgram(gl, vsSource, fsSource);
        var programInfo = {
            program: shaderProgram,
            attribLocations: {
                vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'),
            },
            uniformLocations: {
                color: gl.getUniformLocation(shaderProgram, 'uColor'),
            },
        };

        // Define the house and chimney
        var houseVertices = [
            // House base
            -0.5, -0.5,
            0.5, -0.5,
            0.5, 0.5,
            -0.5, 0.5,
            // Chimney
            0.2, 0.5,
            0.4, 0.5,
            0.4, 0.8,
            0.2, 0.8,
        ];

        // Draw the scene
        drawScene(gl, programInfo, houseVertices);

        function initShaderProgram(gl, vsSource, fsSource) {
            const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
            const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);

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

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

            return shaderProgram;
        }

        function loadShader(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 drawScene(gl, programInfo, vertices) {
            gl.clearColor(0.0, 0.0, 0.0, 0.0); // Clear to transparent, a cleaned background
            gl.clear(gl.COLOR_BUFFER_BIT);

            // Create a buffer for the square's positions.
            const positionBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);

            // Now pass the list of positions into WebGL to build the shape.
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);

            // Tell WebGL to use our program when drawing
            gl.useProgram(programInfo.program);

            // Set the shader uniforms
            gl.uniform4f(programInfo.uniformLocations.color, 0.8, 0.3, 0.2, 1.0); // Brown color

            // Pull the data from the buffer into the vertexPosition attribute
            gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition);
            gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
            gl.vertexAttribPointer(programInfo.attribLocations.vertexPosition, 2, gl.FLOAT, false, 0, 0);

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

            // Draw the chimney
            gl.drawArrays(gl.TRIANGLE_FAN, 4, 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

What object is drawn in this image?

Output

The image appears to be a simple, abstract representation of a folder. It's depicted with a basic rectangular shape and a tab on the top right corner, which is characteristic of the typical icon used to represent a folder in many computer interfaces.

LLM Generation

Query

Does this answer say that there is a picture of a house with a chimney "The image appears to be a simple, abstract representation of a folder. It's depicted with a basic rectangular shape and a tab on the top right corner, which is characteristic of the typical icon used to represent a folder in many computer interfaces."? 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