Initial Query

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

LLM Generation

Query

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

Output

Here's a complete HTML file that uses WebGL to draw a triangle on a full-page canvas:

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<!DOCTYPE html>
<html>
<head>
    <title>WebGL Triangle</title>
    <style>
        body {
            margin: 0;
            overflow: hidden;
        }
        canvas {
            width: 100vw;
            height: 100vh;
            display: block;
        }
    </style>
</head>
<body>
    <canvas id="glCanvas"></canvas>

    <script>
        // Vertex shader program
        const vsSource = `
            attribute vec4 aVertexPosition;
            void main() {
                gl_Position = aVertexPosition;
            }
        `;

        // Fragment shader program
        const fsSource = `
            precision mediump float;
            void main() {
                gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Red color
            }
        `;

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

            return shader;
        }

        function main() {
            const canvas = document.querySelector("#glCanvas");
            
            // Initialize the GL context
            const gl = canvas.getContext("webgl");

            // Only continue if WebGL is available and working
            if (gl === null) {
                alert("Unable to initialize WebGL. Your browser or machine may not support it.");
                return;
            }

            // Set canvas size to match display size
            canvas.width = canvas.clientWidth;
            canvas.height = canvas.clientHeight;
            gl.viewport(0, 0, canvas.width, canvas.height);

            // Initialize a shader program
            const shaderProgram = initShaderProgram(gl, vsSource, fsSource);

            // Vertex positions for triangle
            const positions = [
                0.0,  0.5,  // Top
                -0.5, -0.5, // Bottom left
                0.5, -0.5,  // Bottom right
            ];

            // Create and bind buffer
            const positionBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);

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

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

            // Get attribute location
            const vertexPosition = gl.getAttribLocation(shaderProgram, 'aVertexPosition');
            gl.enableVertexAttribArray(vertexPosition);
            gl.vertexAttribPointer(vertexPosition, 2, gl.FLOAT, false, 0, 0);

            // Draw the triangle
            gl.drawArrays(gl.TRIANGLES, 0, 3);
        }

        window.onload = main;
        window.onresize = function() {
            const canvas = document.querySelector("#glCanvas");
            canvas.width = canvas.clientWidth;
            canvas.height = canvas.clientHeight;
            main();
        };
    </script>
</body>
</html>
This code will: 1. Create a full-page canvas 2. Initialize WebGL context 3. Set up vertex and fragment shaders 4. Create a simple red triangle in the center of the screen 5. Handle window resizing The triangle will be drawn in red against a black background. The triangle is defined by three vertices: one at the top and two at the bottom, forming an isosceles triangle. Key features: - The canvas takes up the full viewport - The triangle maintains its shape when the window is resized - Uses basic WebGL shaders - Draws a solid red triangle - Has proper error handling for WebGL initialization To use this, just save it as an HTML file and open it in a WebGL-capable browser. You should see a red triangle centered on a black background that fills the entire window.

Extract Code

I extracted the following code from that output:

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<!DOCTYPE html>
<html>
<head>
    <title>WebGL Triangle</title>
    <style>
        body {
            margin: 0;
            overflow: hidden;
        }
        canvas {
            width: 100vw;
            height: 100vh;
            display: block;
        }
    </style>
</head>
<body>
    <canvas id="glCanvas"></canvas>

    <script>
        // Vertex shader program
        const vsSource = `
            attribute vec4 aVertexPosition;
            void main() {
                gl_Position = aVertexPosition;
            }
        `;

        // Fragment shader program
        const fsSource = `
            precision mediump float;
            void main() {
                gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Red color
            }
        `;

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

            return shader;
        }

        function main() {
            const canvas = document.querySelector("#glCanvas");
            
            // Initialize the GL context
            const gl = canvas.getContext("webgl");

            // Only continue if WebGL is available and working
            if (gl === null) {
                alert("Unable to initialize WebGL. Your browser or machine may not support it.");
                return;
            }

            // Set canvas size to match display size
            canvas.width = canvas.clientWidth;
            canvas.height = canvas.clientHeight;
            gl.viewport(0, 0, canvas.width, canvas.height);

            // Initialize a shader program
            const shaderProgram = initShaderProgram(gl, vsSource, fsSource);

            // Vertex positions for triangle
            const positions = [
                0.0,  0.5,  // Top
                -0.5, -0.5, // Bottom left
                0.5, -0.5,  // Bottom right
            ];

            // Create and bind buffer
            const positionBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);

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

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

            // Get attribute location
            const vertexPosition = gl.getAttribLocation(shaderProgram, 'aVertexPosition');
            gl.enableVertexAttribArray(vertexPosition);
            gl.vertexAttribPointer(vertexPosition, 2, gl.FLOAT, false, 0, 0);

            // Draw the triangle
            gl.drawArrays(gl.TRIANGLES, 0, 3);
        }

        window.onload = main;
        window.onresize = function() {
            const canvas = document.querySelector("#glCanvas");
            canvas.width = canvas.clientWidth;
            canvas.height = canvas.clientHeight;
            main();
        };
    </script>
</body>
</html>

Check if all of the following conditions are true:

HTML Render

Rendering the webpage gives the following image:

LLM Generation

Query

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

Output

The image shows a red triangle centered on a black background.

LLM Generation

Query

Does this answer say that there is a picture of a triangle "The image shows a red triangle centered on a black background."? 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 triangle using WebGL in a single HTML file. Make the canvas take the full page.

LLM Generation

Query

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

Output

Here's a complete HTML file that uses WebGL to draw a triangle on a full-page canvas:

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<!DOCTYPE html>
<html>
<head>
    <title>WebGL Triangle</title>
    <style>
        body {
            margin: 0;
            overflow: hidden;
        }
        canvas {
            width: 100vw;
            height: 100vh;
            display: block;
        }
    </style>
</head>
<body>
    <canvas id="glCanvas"></canvas>

    <script>
        const vertexShaderSource = `
            attribute vec4 aVertexPosition;
            
            void main() {
                gl_Position = aVertexPosition;
            }
        `;

        const fragmentShaderSource = `
            precision mediump float;
            
            void main() {
                gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Red color
            }
        `;

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

            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 main() {
            const canvas = document.getElementById('glCanvas');
            const gl = canvas.getContext('webgl');

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

            // Set canvas size to match display size
            canvas.width = canvas.clientWidth;
            canvas.height = canvas.clientHeight;
            gl.viewport(0, 0, canvas.width, canvas.height);

            const shaderProgram = initShaderProgram(gl, vertexShaderSource, fragmentShaderSource);

            const programInfo = {
                program: shaderProgram,
                attribLocations: {
                    vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'),
                },
            };

            // Create triangle vertices
            const vertices = new Float32Array([
                0.0,  0.5,  0.0, // Top
               -0.5, -0.5,  0.0, // Bottom left
                0.5, -0.5,  0.0, // Bottom right
            ]);

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

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

            // Draw triangle
            gl.useProgram(programInfo.program);
            gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition);
            gl.vertexAttribPointer(
                programInfo.attribLocations.vertexPosition,
                3,          // 3 components per vertex
                gl.FLOAT,   // data type
                false,      // don't normalize
                0,          // stride
                0           // offset
            );
            gl.drawArrays(gl.TRIANGLES, 0, 3);
        }

        // Handle window resize
        window.addEventListener('resize', function() {
            const canvas = document.getElementById('glCanvas');
            canvas.width = canvas.clientWidth;
            canvas.height = canvas.clientHeight;
            const gl = canvas.getContext('webgl');
            gl.viewport(0, 0, canvas.width, canvas.height);
            main();
        });

        // Initial run
        main();
    </script>
</body>
</html>
This code will: 1. Create a full-page canvas using CSS 2. Initialize WebGL context 3. Set up vertex and fragment shaders 4. Create a red triangle in the center of the screen 5. Handle window resizing The triangle is drawn in red and positioned in the center of the screen. The vertex shader positions the triangle vertices, and the fragment shader colors it red. Features: - Responsive canvas that fills the entire viewport - Handles window resizing - Basic error handling for WebGL initialization - Clean and modular shader initialization - Simple triangle drawing with position attributes To use this, simply save it as an HTML file and open it in a WebGL-compatible browser. You should see a red triangle centered on a black background that fills the entire window.

Extract Code

I extracted the following code from that output:

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<!DOCTYPE html>
<html>
<head>
    <title>WebGL Triangle</title>
    <style>
        body {
            margin: 0;
            overflow: hidden;
        }
        canvas {
            width: 100vw;
            height: 100vh;
            display: block;
        }
    </style>
</head>
<body>
    <canvas id="glCanvas"></canvas>

    <script>
        const vertexShaderSource = `
            attribute vec4 aVertexPosition;
            
            void main() {
                gl_Position = aVertexPosition;
            }
        `;

        const fragmentShaderSource = `
            precision mediump float;
            
            void main() {
                gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Red color
            }
        `;

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

            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 main() {
            const canvas = document.getElementById('glCanvas');
            const gl = canvas.getContext('webgl');

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

            // Set canvas size to match display size
            canvas.width = canvas.clientWidth;
            canvas.height = canvas.clientHeight;
            gl.viewport(0, 0, canvas.width, canvas.height);

            const shaderProgram = initShaderProgram(gl, vertexShaderSource, fragmentShaderSource);

            const programInfo = {
                program: shaderProgram,
                attribLocations: {
                    vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'),
                },
            };

            // Create triangle vertices
            const vertices = new Float32Array([
                0.0,  0.5,  0.0, // Top
               -0.5, -0.5,  0.0, // Bottom left
                0.5, -0.5,  0.0, // Bottom right
            ]);

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

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

            // Draw triangle
            gl.useProgram(programInfo.program);
            gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition);
            gl.vertexAttribPointer(
                programInfo.attribLocations.vertexPosition,
                3,          // 3 components per vertex
                gl.FLOAT,   // data type
                false,      // don't normalize
                0,          // stride
                0           // offset
            );
            gl.drawArrays(gl.TRIANGLES, 0, 3);
        }

        // Handle window resize
        window.addEventListener('resize', function() {
            const canvas = document.getElementById('glCanvas');
            canvas.width = canvas.clientWidth;
            canvas.height = canvas.clientHeight;
            const gl = canvas.getContext('webgl');
            gl.viewport(0, 0, canvas.width, canvas.height);
            main();
        });

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

Check if all of the following conditions are true:

HTML Render

Rendering the webpage gives the following image:

LLM Generation

Query

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

Output

The image shows a red triangle centered on a black background.

LLM Generation

Query

Does this answer say that there is a picture of a triangle "The image shows a red triangle centered on a black background."? 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 triangle using WebGL in a single HTML file. Make the canvas take the full page.

LLM Generation

Query

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

Output

Here's a complete HTML file that uses WebGL to draw a triangle on a full-page canvas:

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<!DOCTYPE html>
<html>
<head>
    <title>WebGL Triangle</title>
    <style>
        /* Remove default margin and padding, make canvas full page */
        body, html {
            margin: 0;
            padding: 0;
            width: 100%;
            height: 100%;
            overflow: hidden;
        }
        canvas {
            display: block;
        }
    </style>
</head>
<body>
    <canvas id="glCanvas"></canvas>

    <script>
        // Vertex shader program
        const vsSource = `
            attribute vec4 aPosition;
            void main() {
                gl_Position = aPosition;
            }
        `;

        // Fragment shader program
        const fsSource = `
            precision mediump float;
            void main() {
                gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Red color
            }
        `;

        function main() {
            const canvas = document.getElementById('glCanvas');
            
            // Make canvas full page
            function resizeCanvas() {
                canvas.width = window.innerWidth;
                canvas.height = window.innerHeight;
            }
            
            // Initial resize
            resizeCanvas();
            
            // Add resize listener
            window.addEventListener('resize', resizeCanvas);

            // Initialize WebGL context
            const gl = canvas.getContext('webgl');
            if (!gl) {
                alert('Unable to initialize WebGL');
                return;
            }

            // Create shader program
            const shaderProgram = initShaderProgram(gl, vsSource, fsSource);
            
            // Create buffer and put triangle vertices in it
            const positionBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
            
            // Triangle vertices
            const positions = [
                0.0,  0.5,  // Top
                -0.5, -0.5, // Bottom left
                0.5,  -0.5  // Bottom right
            ];
            
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);

            // Render
            gl.viewport(0, 0, canvas.width, canvas.height);
            gl.clearColor(0.0, 0.0, 0.0, 1.0);
            gl.clear(gl.COLOR_BUFFER_BIT);

            gl.useProgram(shaderProgram);
            
            const positionAttributeLocation = gl.getAttribLocation(shaderProgram, 'aPosition');
            gl.enableVertexAttribArray(positionAttributeLocation);
            gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);

            gl.drawArrays(gl.TRIANGLES, 0, 3);
        }

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

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

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

            return program;
        }

        // Create shader
        function loadShader(gl, type, source) {
            const 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;
        }

        // Start the application
        window.onload = main;
    </script>
</body>
</html>
This code will: 1. Create a full-page canvas 2. Initialize WebGL context 3. Set up vertex and fragment shaders 4. Create a buffer with triangle vertices 5. Draw a red triangle in the center of the screen The triangle is drawn in clip space coordinates (ranging from -1 to 1), where: - The top vertex is at (0.0, 0.5) - The bottom-left vertex is at (-0.5, -0.5) - The bottom-right vertex is at (0.5, -0.5) The canvas will automatically resize when the window is resized, maintaining the full-page layout. The triangle will be drawn in red against a black background. To use this, simply save it as an HTML file and open it in a web browser that supports WebGL (most modern browsers do).

Extract Code

I extracted the following code from that output:

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<!DOCTYPE html>
<html>
<head>
    <title>WebGL Triangle</title>
    <style>
        /* Remove default margin and padding, make canvas full page */
        body, html {
            margin: 0;
            padding: 0;
            width: 100%;
            height: 100%;
            overflow: hidden;
        }
        canvas {
            display: block;
        }
    </style>
</head>
<body>
    <canvas id="glCanvas"></canvas>

    <script>
        // Vertex shader program
        const vsSource = `
            attribute vec4 aPosition;
            void main() {
                gl_Position = aPosition;
            }
        `;

        // Fragment shader program
        const fsSource = `
            precision mediump float;
            void main() {
                gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Red color
            }
        `;

        function main() {
            const canvas = document.getElementById('glCanvas');
            
            // Make canvas full page
            function resizeCanvas() {
                canvas.width = window.innerWidth;
                canvas.height = window.innerHeight;
            }
            
            // Initial resize
            resizeCanvas();
            
            // Add resize listener
            window.addEventListener('resize', resizeCanvas);

            // Initialize WebGL context
            const gl = canvas.getContext('webgl');
            if (!gl) {
                alert('Unable to initialize WebGL');
                return;
            }

            // Create shader program
            const shaderProgram = initShaderProgram(gl, vsSource, fsSource);
            
            // Create buffer and put triangle vertices in it
            const positionBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
            
            // Triangle vertices
            const positions = [
                0.0,  0.5,  // Top
                -0.5, -0.5, // Bottom left
                0.5,  -0.5  // Bottom right
            ];
            
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);

            // Render
            gl.viewport(0, 0, canvas.width, canvas.height);
            gl.clearColor(0.0, 0.0, 0.0, 1.0);
            gl.clear(gl.COLOR_BUFFER_BIT);

            gl.useProgram(shaderProgram);
            
            const positionAttributeLocation = gl.getAttribLocation(shaderProgram, 'aPosition');
            gl.enableVertexAttribArray(positionAttributeLocation);
            gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);

            gl.drawArrays(gl.TRIANGLES, 0, 3);
        }

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

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

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

            return program;
        }

        // Create shader
        function loadShader(gl, type, source) {
            const 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;
        }

        // Start the application
        window.onload = main;
    </script>
</body>
</html>

Check if all of the following conditions are true:

HTML Render

Rendering the webpage gives the following image:

LLM Generation

Query

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

Output

The image shows a red triangle centered on a black background.

LLM Generation

Query

Does this answer say that there is a picture of a triangle "The image shows a red triangle centered on a black background."? 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 triangle using WebGL in a single HTML file. Make the canvas take the full page.

LLM Generation

Query

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

Output

Here's a complete HTML file that uses WebGL to draw a triangle on a full-page canvas:

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<!DOCTYPE html>
<html>
<head>
    <title>WebGL Triangle</title>
    <style>
        body {
            margin: 0;
            overflow: hidden;
        }
        canvas {
            width: 100vw;
            height: 100vh;
            display: block;
        }
    </style>
</head>
<body>
    <canvas id="glCanvas"></canvas>

    <script>
        const vertexShaderSource = `
            attribute vec4 aVertexPosition;
            
            void main() {
                gl_Position = aVertexPosition;
            }
        `;

        const fragmentShaderSource = `
            precision mediump float;
            
            void main() {
                gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Red color
            }
        `;

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

            if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
                console.error('Shader compilation error:', gl.getShaderInfoLog(shader));
                gl.deleteShader(shader);
                return null;
            }
            return shader;
        }

        function initWebGL() {
            const canvas = document.querySelector("#glCanvas");
            const gl = canvas.getContext("webgl");

            if (!gl) {
                alert("WebGL not available");
                return;
            }

            // Set canvas size to match display size
            function resizeCanvas() {
                canvas.width = canvas.clientWidth;
                canvas.height = canvas.clientHeight;
                gl.viewport(0, 0, canvas.width, canvas.height);
            }
            resizeCanvas();
            window.addEventListener('resize', resizeCanvas);

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

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

            if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
                console.error('Program linking error:', gl.getProgramInfoLog(program));
                return;
            }

            // Create buffer and set vertex data
            const positions = new Float32Array([
                0.0,  0.5,  // Top
                -0.5, -0.5, // Bottom left
                0.5,  -0.5  // Bottom right
            ]);

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

            // Set up attribute
            const positionAttributeLocation = gl.getAttribLocation(program, "aVertexPosition");
            gl.enableVertexAttribArray(positionAttributeLocation);
            gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);

            // Draw
            gl.useProgram(program);
            gl.clearColor(0.0, 0.0, 0.0, 1.0);
            gl.clear(gl.COLOR_BUFFER_BIT);
            gl.drawArrays(gl.TRIANGLES, 0, 3);
        }

        window.onload = initWebGL;
    </script>
</body>
</html>
This code will: 1. Create a full-page canvas 2. Initialize WebGL context 3. Set up vertex and fragment shaders 4. Create a shader program 5. Define triangle vertices 6. Draw a red triangle in the center of the screen The triangle will be drawn on a black background and will automatically resize when the window is resized. The triangle is red and positioned in the center of the screen with its point facing upward. Features: - Responsive canvas that fills the entire viewport - Basic error handling for WebGL support and shader compilation - Proper resize handling - Clean, minimal CSS - Single file solution To use it, simply save it as an HTML file and open it in a WebGL-supported browser (most modern browsers support WebGL).

Extract Code

I extracted the following code from that output:

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<!DOCTYPE html>
<html>
<head>
    <title>WebGL Triangle</title>
    <style>
        body {
            margin: 0;
            overflow: hidden;
        }
        canvas {
            width: 100vw;
            height: 100vh;
            display: block;
        }
    </style>
</head>
<body>
    <canvas id="glCanvas"></canvas>

    <script>
        const vertexShaderSource = `
            attribute vec4 aVertexPosition;
            
            void main() {
                gl_Position = aVertexPosition;
            }
        `;

        const fragmentShaderSource = `
            precision mediump float;
            
            void main() {
                gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Red color
            }
        `;

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

            if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
                console.error('Shader compilation error:', gl.getShaderInfoLog(shader));
                gl.deleteShader(shader);
                return null;
            }
            return shader;
        }

        function initWebGL() {
            const canvas = document.querySelector("#glCanvas");
            const gl = canvas.getContext("webgl");

            if (!gl) {
                alert("WebGL not available");
                return;
            }

            // Set canvas size to match display size
            function resizeCanvas() {
                canvas.width = canvas.clientWidth;
                canvas.height = canvas.clientHeight;
                gl.viewport(0, 0, canvas.width, canvas.height);
            }
            resizeCanvas();
            window.addEventListener('resize', resizeCanvas);

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

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

            if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
                console.error('Program linking error:', gl.getProgramInfoLog(program));
                return;
            }

            // Create buffer and set vertex data
            const positions = new Float32Array([
                0.0,  0.5,  // Top
                -0.5, -0.5, // Bottom left
                0.5,  -0.5  // Bottom right
            ]);

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

            // Set up attribute
            const positionAttributeLocation = gl.getAttribLocation(program, "aVertexPosition");
            gl.enableVertexAttribArray(positionAttributeLocation);
            gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);

            // Draw
            gl.useProgram(program);
            gl.clearColor(0.0, 0.0, 0.0, 1.0);
            gl.clear(gl.COLOR_BUFFER_BIT);
            gl.drawArrays(gl.TRIANGLES, 0, 3);
        }

        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

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

Output

The image shows a red triangle centered on a black background.

LLM Generation

Query

Does this answer say that there is a picture of a triangle "The image shows a red triangle centered on a black background."? 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 triangle using WebGL in a single HTML file. Make the canvas take the full page.

LLM Generation

Query

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

Output

Here's a complete HTML file that uses WebGL to draw a triangle on a full-page canvas:

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<!DOCTYPE html>
<html>
<head>
    <title>WebGL Triangle</title>
    <style>
        body, html {
            margin: 0;
            padding: 0;
            width: 100%;
            height: 100%;
            overflow: hidden;
        }
        canvas {
            display: block;
            width: 100vw;
            height: 100vh;
        }
    </style>
</head>
<body>
    <canvas id="glCanvas"></canvas>

    <script>
        const vertexShaderSource = `
            attribute vec4 aPosition;
            void main() {
                gl_Position = aPosition;
            }
        `;

        const fragmentShaderSource = `
            precision mediump float;
            void main() {
                gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Red color
            }
        `;

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

            if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
                console.error('Shader compilation error:', gl.getShaderInfoLog(shader));
                gl.deleteShader(shader);
                return null;
            }
            return shader;
        }

        function initWebGL() {
            const canvas = document.querySelector('#glCanvas');
            const gl = canvas.getContext('webgl');

            if (!gl) {
                alert('WebGL not supported');
                return;
            }

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

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

            if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
                console.error('Program linking error:', gl.getProgramInfoLog(program));
                return;
            }

            // Set up vertex data
            const vertices = new Float32Array([
                0.0, 0.5,    // top
                -0.5, -0.5,  // bottom left
                0.5, -0.5    // bottom right
            ]);

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

            // Get attribute location
            const positionAttribute = gl.getAttribLocation(program, 'aPosition');
            gl.enableVertexAttribArray(positionAttribute);
            gl.vertexAttribPointer(positionAttribute, 2, gl.FLOAT, false, 0, 0);

            // Set up viewport and clear color
            function resizeCanvas() {
                canvas.width = window.innerWidth;
                canvas.height = window.innerHeight;
                gl.viewport(0, 0, canvas.width, canvas.height);
            }
            window.addEventListener('resize', resizeCanvas);
            resizeCanvas();

            // Clear and draw
            gl.clearColor(0.0, 0.0, 0.0, 1.0);
            gl.clear(gl.COLOR_BUFFER_BIT);

            gl.useProgram(program);
            gl.drawArrays(gl.TRIANGLES, 0, 3);
        }

        // Initialize when the page loads
        window.onload = initWebGL;
    </script>
</body>
</html>
This code will: 1. Create a full-page canvas that automatically resizes with the window 2. Set up WebGL context 3. Create and compile vertex and fragment shaders 4. Create a shader program 5. Set up vertex data for a triangle 6. Draw a red triangle in the center of the screen The triangle will be red and drawn against a black background. The triangle's vertices are positioned at: - Top: (0.0, 0.5) - Bottom left: (-0.5, -0.5) - Bottom right: (0.5, -0.5) The canvas will automatically resize to fill the entire browser window, and the triangle will maintain its position and proportions regardless of the window size. To use this, just save it as an HTML file and open it in a WebGL-capable browser. You should see a red triangle centered on a black background that fills the entire window.

Extract Code

I extracted the following code from that output:

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<!DOCTYPE html>
<html>
<head>
    <title>WebGL Triangle</title>
    <style>
        body, html {
            margin: 0;
            padding: 0;
            width: 100%;
            height: 100%;
            overflow: hidden;
        }
        canvas {
            display: block;
            width: 100vw;
            height: 100vh;
        }
    </style>
</head>
<body>
    <canvas id="glCanvas"></canvas>

    <script>
        const vertexShaderSource = `
            attribute vec4 aPosition;
            void main() {
                gl_Position = aPosition;
            }
        `;

        const fragmentShaderSource = `
            precision mediump float;
            void main() {
                gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Red color
            }
        `;

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

            if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
                console.error('Shader compilation error:', gl.getShaderInfoLog(shader));
                gl.deleteShader(shader);
                return null;
            }
            return shader;
        }

        function initWebGL() {
            const canvas = document.querySelector('#glCanvas');
            const gl = canvas.getContext('webgl');

            if (!gl) {
                alert('WebGL not supported');
                return;
            }

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

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

            if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
                console.error('Program linking error:', gl.getProgramInfoLog(program));
                return;
            }

            // Set up vertex data
            const vertices = new Float32Array([
                0.0, 0.5,    // top
                -0.5, -0.5,  // bottom left
                0.5, -0.5    // bottom right
            ]);

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

            // Get attribute location
            const positionAttribute = gl.getAttribLocation(program, 'aPosition');
            gl.enableVertexAttribArray(positionAttribute);
            gl.vertexAttribPointer(positionAttribute, 2, gl.FLOAT, false, 0, 0);

            // Set up viewport and clear color
            function resizeCanvas() {
                canvas.width = window.innerWidth;
                canvas.height = window.innerHeight;
                gl.viewport(0, 0, canvas.width, canvas.height);
            }
            window.addEventListener('resize', resizeCanvas);
            resizeCanvas();

            // Clear and draw
            gl.clearColor(0.0, 0.0, 0.0, 1.0);
            gl.clear(gl.COLOR_BUFFER_BIT);

            gl.useProgram(program);
            gl.drawArrays(gl.TRIANGLES, 0, 3);
        }

        // Initialize when the page loads
        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

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

Output

The image shows a red triangle centered on a black background.

LLM Generation

Query

Does this answer say that there is a picture of a triangle "The image shows a red triangle centered on a black background."? 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