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

# WebGL Triangle - Full Page Canvas Here's a self-contained HTML file that draws a colored triangle using WebGL with a canvas that covers the entire page:

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<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>WebGL Triangle</title>
    <style>
        /* Make the canvas fill the entire window */
        body, html {
            margin: 0;
            padding: 0;
            width: 100%;
            height: 100%;
            overflow: hidden;
        }
        canvas {
            display: block;
            width: 100%;
            height: 100%;
        }
    </style>
</head>
<body>
    <canvas id="glCanvas"></canvas>

    <script>
        // Initialize WebGL when the page has loaded
        window.onload = function() {
            const canvas = document.getElementById('glCanvas');
            // Get WebGL context
            const gl = canvas.getContext('webgl');

            // If we don't have a GL context, give up now
            if (!gl) {
                alert('Unable to initialize WebGL. Your browser may not support it.');
                return;
            }

            // Set canvas size to the size of the viewport
            function resizeCanvas() {
                canvas.width = window.innerWidth;
                canvas.height = window.innerHeight;
                gl.viewport(0, 0, canvas.width, canvas.height);
                drawScene();
            }

            window.addEventListener('resize', resizeCanvas);
            resizeCanvas();

            // Vertex shader program
            const vsSource = `
                attribute vec4 aVertexPosition;
                attribute vec4 aVertexColor;
                
                varying lowp vec4 vColor;
                
                void main() {
                    gl_Position = aVertexPosition;
                    vColor = aVertexColor;
                }
            `;

            // Fragment shader program
            const fsSource = `
                precision mediump float;
                varying lowp vec4 vColor;
                
                void main() {
                    gl_FragColor = vColor;
                }
            `;

            // Initialize a shader program
            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 creating the shader program failed, alert
                if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
                    console.error('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) {
                const shader = gl.createShader(type);
                gl.shaderSource(shader, source);
                gl.compileShader(shader);

                // See if it compiled successfully
                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;
            }

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

            // Collect all the info needed to use the shader program
            const programInfo = {
                program: shaderProgram,
                attribLocations: {
                    vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'),
                    vertexColor: gl.getAttribLocation(shaderProgram, 'aVertexColor'),
                },
            };

            // Draw the scene
            function drawScene() {
                // Clear the canvas
                gl.clearColor(0.0, 0.0, 0.0, 1.0);  // Clear to black
                gl.clear(gl.COLOR_BUFFER_BIT);

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

                // Create an array of positions for the triangle
                const positions = [
                     0.0,  0.5,  0.0,  // Top vertex
                    -0.5, -0.5,  0.0,  // Bottom left vertex
                     0.5, -0.5,  0.0,  // Bottom right vertex
                ];

                gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
                gl.vertexAttribPointer(programInfo.attribLocations.vertexPosition, 3, gl.FLOAT, false, 0, 0);
                gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition);

                // Create a buffer for the colors
                const colorBuffer = gl.createBuffer();
                gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);

                // Define colors for each vertex
                const colors = [
                    1.0, 0.0, 0.0, 1.0,  // Red (top vertex)
                    0.0, 1.0, 0.0, 1.0,  // Green (bottom left vertex)
                    0.0, 0.0, 1.0, 1.0,  // Blue (bottom right vertex)
                ];

                gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
                gl.vertexAttribPointer(programInfo.attribLocations.vertexColor, 4, gl.FLOAT, false, 0, 0);
                gl.enableVertexAttribArray(programInfo.attribLocations.vertexColor);

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

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

            // Draw the initial scene
            drawScene();
        };
    </script>
</body>
</html>
This code creates: - A full-page canvas that automatically resizes with the window - A WebGL context for rendering - A triangle with vertices that are colored red, green, and blue - A smooth color gradient across the triangle's surface The triangle is centered in the viewport with its top point facing upward.

Extract Code

I extracted the following code from that output:

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<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>WebGL Triangle</title>
    <style>
        /* Make the canvas fill the entire window */
        body, html {
            margin: 0;
            padding: 0;
            width: 100%;
            height: 100%;
            overflow: hidden;
        }
        canvas {
            display: block;
            width: 100%;
            height: 100%;
        }
    </style>
</head>
<body>
    <canvas id="glCanvas"></canvas>

    <script>
        // Initialize WebGL when the page has loaded
        window.onload = function() {
            const canvas = document.getElementById('glCanvas');
            // Get WebGL context
            const gl = canvas.getContext('webgl');

            // If we don't have a GL context, give up now
            if (!gl) {
                alert('Unable to initialize WebGL. Your browser may not support it.');
                return;
            }

            // Set canvas size to the size of the viewport
            function resizeCanvas() {
                canvas.width = window.innerWidth;
                canvas.height = window.innerHeight;
                gl.viewport(0, 0, canvas.width, canvas.height);
                drawScene();
            }

            window.addEventListener('resize', resizeCanvas);
            resizeCanvas();

            // Vertex shader program
            const vsSource = `
                attribute vec4 aVertexPosition;
                attribute vec4 aVertexColor;
                
                varying lowp vec4 vColor;
                
                void main() {
                    gl_Position = aVertexPosition;
                    vColor = aVertexColor;
                }
            `;

            // Fragment shader program
            const fsSource = `
                precision mediump float;
                varying lowp vec4 vColor;
                
                void main() {
                    gl_FragColor = vColor;
                }
            `;

            // Initialize a shader program
            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 creating the shader program failed, alert
                if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
                    console.error('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) {
                const shader = gl.createShader(type);
                gl.shaderSource(shader, source);
                gl.compileShader(shader);

                // See if it compiled successfully
                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;
            }

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

            // Collect all the info needed to use the shader program
            const programInfo = {
                program: shaderProgram,
                attribLocations: {
                    vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'),
                    vertexColor: gl.getAttribLocation(shaderProgram, 'aVertexColor'),
                },
            };

            // Draw the scene
            function drawScene() {
                // Clear the canvas
                gl.clearColor(0.0, 0.0, 0.0, 1.0);  // Clear to black
                gl.clear(gl.COLOR_BUFFER_BIT);

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

                // Create an array of positions for the triangle
                const positions = [
                     0.0,  0.5,  0.0,  // Top vertex
                    -0.5, -0.5,  0.0,  // Bottom left vertex
                     0.5, -0.5,  0.0,  // Bottom right vertex
                ];

                gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
                gl.vertexAttribPointer(programInfo.attribLocations.vertexPosition, 3, gl.FLOAT, false, 0, 0);
                gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition);

                // Create a buffer for the colors
                const colorBuffer = gl.createBuffer();
                gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);

                // Define colors for each vertex
                const colors = [
                    1.0, 0.0, 0.0, 1.0,  // Red (top vertex)
                    0.0, 1.0, 0.0, 1.0,  // Green (bottom left vertex)
                    0.0, 0.0, 1.0, 1.0,  // Blue (bottom right vertex)
                ];

                gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
                gl.vertexAttribPointer(programInfo.attribLocations.vertexColor, 4, gl.FLOAT, false, 0, 0);
                gl.enableVertexAttribArray(programInfo.attribLocations.vertexColor);

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

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

            // Draw the initial scene
            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

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 is completely black, so it seems that nothing is visibly drawn. If you expected something specific to appear, you might want to check the WebGL code or ensure that the rendering context is set up correctly.

LLM Generation

Query

Does this answer say that there is a picture of a triangle "The image is completely black, so it seems that nothing is visibly drawn. If you expected something specific to appear, you might want to check the WebGL code or ensure that the rendering context is set up correctly."? 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 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

# WebGL Triangle Full-page Canvas Here's a complete HTML file that uses WebGL to draw a triangle. The canvas will take up the full page:

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<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>WebGL Triangle</title>
    <style>
        body, html {
            margin: 0;
            padding: 0;
            width: 100%;
            height: 100%;
            overflow: hidden;
        }
        canvas {
            display: block;
            width: 100%;
            height: 100%;
        }
    </style>
</head>
<body>
    <canvas id="glCanvas"></canvas>

    <script>
        // Initialize WebGL when the page loads
        window.onload = function() {
            const canvas = document.getElementById('glCanvas');
            
            // Set canvas dimensions to match window
            canvas.width = window.innerWidth;
            canvas.height = window.innerHeight;
            
            // Get WebGL context
            const gl = canvas.getContext('webgl');
            if (!gl) {
                alert('WebGL not supported by your browser!');
                return;
            }
            
            // Vertex shader source
            const vertexShaderSource = `
                attribute vec2 a_position;
                void main() {
                    gl_Position = vec4(a_position, 0.0, 1.0);
                }
            `;
            
            // Fragment shader source
            const fragmentShaderSource = `
                precision mediump float;
                void main() {
                    gl_FragColor = vec4(0.0, 0.7, 1.0, 1.0); // Blue color
                }
            `;
            
            // Create shaders
            const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
            const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);
            
            // Create program
            const program = createProgram(gl, vertexShader, fragmentShader);
            gl.useProgram(program);
            
            // Create buffer
            const positionBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
            
            // Triangle vertices
            const positions = [
                0.0, 0.5,    // Top vertex
                -0.5, -0.5,  // Bottom left vertex
                0.5, -0.5    // Bottom right vertex
            ];
            
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
            
            // Connect buffer to attribute
            const positionAttributeLocation = gl.getAttribLocation(program, 'a_position');
            gl.enableVertexAttribArray(positionAttributeLocation);
            gl.vertexAttribPointer(
                positionAttributeLocation,
                2,          // 2 components per vertex
                gl.FLOAT,   // data type
                false,      // no normalization
                0,          // stride (0 = auto)
                0           // offset
            );
            
            // Set viewport
            gl.viewport(0, 0, canvas.width, canvas.height);
            
            // Clear canvas
            gl.clearColor(0.1, 0.1, 0.1, 1.0);
            gl.clear(gl.COLOR_BUFFER_BIT);
            
            // Draw triangle
            gl.drawArrays(gl.TRIANGLES, 0, 3);
            
            // Handle window resize
            window.addEventListener('resize', function() {
                canvas.width = window.innerWidth;
                canvas.height = window.innerHeight;
                gl.viewport(0, 0, canvas.width, canvas.height);
                gl.clear(gl.COLOR_BUFFER_BIT);
                gl.drawArrays(gl.TRIANGLES, 0, 3);
            });
        };
        
        // Helper function to create a shader
        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;
        }
        
        // Helper function to create a program
        function createProgram(gl, vertexShader, fragmentShader) {
            const program = gl.createProgram();
            gl.attachShader(program, vertexShader);
            gl.attachShader(program, fragmentShader);
            gl.linkProgram(program);
            
            if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
                console.error('Program linking error:', gl.getProgramInfoLog(program));
                return null;
            }
            
            return program;
        }
    </script>
</body>
</html>
This code: 1. Creates a full-page canvas 2. Initializes WebGL 3. Sets up vertex and fragment shaders 4. Defines a triangle in the center of the screen 5. Renders the triangle with a blue color 6. Handles window resizing to maintain full-page display Save this code to an HTML file and open it in a modern browser to see the triangle.

Extract Code

I extracted the following code from that output:

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<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>WebGL Triangle</title>
    <style>
        body, html {
            margin: 0;
            padding: 0;
            width: 100%;
            height: 100%;
            overflow: hidden;
        }
        canvas {
            display: block;
            width: 100%;
            height: 100%;
        }
    </style>
</head>
<body>
    <canvas id="glCanvas"></canvas>

    <script>
        // Initialize WebGL when the page loads
        window.onload = function() {
            const canvas = document.getElementById('glCanvas');
            
            // Set canvas dimensions to match window
            canvas.width = window.innerWidth;
            canvas.height = window.innerHeight;
            
            // Get WebGL context
            const gl = canvas.getContext('webgl');
            if (!gl) {
                alert('WebGL not supported by your browser!');
                return;
            }
            
            // Vertex shader source
            const vertexShaderSource = `
                attribute vec2 a_position;
                void main() {
                    gl_Position = vec4(a_position, 0.0, 1.0);
                }
            `;
            
            // Fragment shader source
            const fragmentShaderSource = `
                precision mediump float;
                void main() {
                    gl_FragColor = vec4(0.0, 0.7, 1.0, 1.0); // Blue color
                }
            `;
            
            // Create shaders
            const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
            const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);
            
            // Create program
            const program = createProgram(gl, vertexShader, fragmentShader);
            gl.useProgram(program);
            
            // Create buffer
            const positionBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
            
            // Triangle vertices
            const positions = [
                0.0, 0.5,    // Top vertex
                -0.5, -0.5,  // Bottom left vertex
                0.5, -0.5    // Bottom right vertex
            ];
            
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
            
            // Connect buffer to attribute
            const positionAttributeLocation = gl.getAttribLocation(program, 'a_position');
            gl.enableVertexAttribArray(positionAttributeLocation);
            gl.vertexAttribPointer(
                positionAttributeLocation,
                2,          // 2 components per vertex
                gl.FLOAT,   // data type
                false,      // no normalization
                0,          // stride (0 = auto)
                0           // offset
            );
            
            // Set viewport
            gl.viewport(0, 0, canvas.width, canvas.height);
            
            // Clear canvas
            gl.clearColor(0.1, 0.1, 0.1, 1.0);
            gl.clear(gl.COLOR_BUFFER_BIT);
            
            // Draw triangle
            gl.drawArrays(gl.TRIANGLES, 0, 3);
            
            // Handle window resize
            window.addEventListener('resize', function() {
                canvas.width = window.innerWidth;
                canvas.height = window.innerHeight;
                gl.viewport(0, 0, canvas.width, canvas.height);
                gl.clear(gl.COLOR_BUFFER_BIT);
                gl.drawArrays(gl.TRIANGLES, 0, 3);
            });
        };
        
        // Helper function to create a shader
        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;
        }
        
        // Helper function to create a program
        function createProgram(gl, vertexShader, fragmentShader) {
            const program = gl.createProgram();
            gl.attachShader(program, vertexShader);
            gl.attachShader(program, fragmentShader);
            gl.linkProgram(program);
            
            if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
                console.error('Program linking error:', gl.getProgramInfoLog(program));
                return null;
            }
            
            return program;
        }
    </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 blue triangle centered on a dark gray background.

LLM Generation

Query

Does this answer say that there is a picture of a triangle "The image shows a blue triangle centered on a dark gray 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