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 an HTML file that draws a triangle using WebGL and makes the canvas take up the full page:

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

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

    // Vertex shader source code
    const vertexShaderSource = `
      attribute vec2 a_position;
      void main() {
        gl_Position = vec4(a_position, 0.0, 1.0);
      }
    `;

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

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

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

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

    // Set up triangle vertices
    const vertices = new Float32Array([
      -0.5, -0.5,
       0.5, -0.5,
       0.0,  0.5
    ]);

    // Create buffer and bind vertices
    const buffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
    gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);

    // Get position attribute location and enable it
    const positionAttribute = gl.getAttribLocation(program, 'a_position');
    gl.enableVertexAttribArray(positionAttribute);
    gl.vertexAttribPointer(positionAttribute, 2, gl.FLOAT, false, 0, 0);

    // Set clear color and clear the canvas
    gl.clearColor(0.0, 0.0, 0.0, 1.0);
    gl.clear(gl.COLOR_BUFFER_BIT);

    // Draw the triangle
    gl.drawArrays(gl.TRIANGLES, 0, 3);
  </script>
</body>
</html>
This HTML file does the following: 1. It includes a `<canvas>` element with the ID "glCanvas" where the WebGL graphics will be rendered. 2. The CSS styles make the canvas take up the full page by setting `width` and `height` to 100% and removing any margins, padding, and overflow. 3. In the `<script>` section, it retrieves the WebGL context from the canvas using `canvas.getContext('webgl')`. 4. It defines the vertex shader and fragment shader source code as strings. 5. It creates the vertex shader and fragment shader, compiles them, and attaches them to a WebGL program. 6. It sets up the triangle vertices as an array of floats and creates a buffer to store them. 7. It retrieves the position attribute location from the shader program and enables it. 8. It sets the clear color to black and clears the canvas. 9. Finally, it draws the triangle using `gl.drawArrays()`. When you open this HTML file in a web browser, you should see a red triangle taking up the full page.

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;
      overflow: hidden;
    }
    canvas {
      width: 100%;
      height: 100%;
    }
  </style>
</head>
<body>
  <canvas id="glCanvas"></canvas>

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

    // Vertex shader source code
    const vertexShaderSource = `
      attribute vec2 a_position;
      void main() {
        gl_Position = vec4(a_position, 0.0, 1.0);
      }
    `;

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

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

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

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

    // Set up triangle vertices
    const vertices = new Float32Array([
      -0.5, -0.5,
       0.5, -0.5,
       0.0,  0.5
    ]);

    // Create buffer and bind vertices
    const buffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
    gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);

    // Get position attribute location and enable it
    const positionAttribute = gl.getAttribLocation(program, 'a_position');
    gl.enableVertexAttribArray(positionAttribute);
    gl.vertexAttribPointer(positionAttribute, 2, gl.FLOAT, false, 0, 0);

    // Set clear color and clear the canvas
    gl.clearColor(0.0, 0.0, 0.0, 1.0);
    gl.clear(gl.COLOR_BUFFER_BIT);

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

Check if all of the following conditions are true:

HTML Render

Rendering the webpage gives the following image:

LLM Generation

Query

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

Output

The image shows a simple red triangle centered horizontally on a black background. The triangle is pointing upwards, and its base is parallel to the bottom edge of the image. There are no other visible elements or details within the triangle or the surrounding area.

LLM Generation

Query

Does this answer say that there is a picture of a triangle "The image shows a simple red triangle centered horizontally on a black background. The triangle is pointing upwards, and its base is parallel to the bottom edge of the image. There are no other visible elements or details within the triangle or the surrounding area."? 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 an HTML file that draws a triangle using WebGL and makes the canvas take up the full page:

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

    <script>
        // Get the canvas element
        const canvas = document.getElementById("glCanvas");

        // Get the WebGL context
        const gl = canvas.getContext("webgl");

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

        // Clear the canvas
        gl.clear(gl.COLOR_BUFFER_BIT);

        // Define the vertices of the triangle
        const vertices = [
            -0.5, -0.5,
            0.5, -0.5,
            0.0, 0.5
        ];

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

        // Vertex shader source code
        const vertexShaderSource = `
            attribute vec2 position;
            void main() {
                gl_Position = vec4(position, 0.0, 1.0);
            }
        `;

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

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

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

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

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

        // Get the attribute location
        const positionAttributeLocation = gl.getAttribLocation(program, "position");
        gl.enableVertexAttribArray(positionAttributeLocation);
        gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);

        // Draw the triangle
        gl.drawArrays(gl.TRIANGLES, 0, 3);
    </script>
</body>
</html>
In this HTML file: 1. The `<style>` block sets the margin and padding of the `body` and `html` elements to 0 and hides any overflow. It also sets the `width` and `height` of the canvas to 100%, making it take up the full page. 2. The `<canvas>` element is used to draw the triangle using WebGL. 3. In the `<script>` block: - We get the canvas element and the WebGL context. - We set the clear color to black and clear the canvas. - We define the vertices of the triangle in an array. - We create a buffer to store the vertices and bind it to the `gl.ARRAY_BUFFER`. - We define the vertex shader and fragment shader source code. - We create the vertex shader and fragment shader, compile them, and attach them to a shader program. - We use the shader program and get the attribute location for the position. - Finally, we draw the triangle using `gl.drawArrays()`. When you open this HTML file in a web browser, you should see a red triangle taking up the full page.

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;
            overflow: hidden;
        }
        canvas {
            width: 100%;
            height: 100%;
        }
    </style>
</head>
<body>
    <canvas id="glCanvas"></canvas>

    <script>
        // Get the canvas element
        const canvas = document.getElementById("glCanvas");

        // Get the WebGL context
        const gl = canvas.getContext("webgl");

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

        // Clear the canvas
        gl.clear(gl.COLOR_BUFFER_BIT);

        // Define the vertices of the triangle
        const vertices = [
            -0.5, -0.5,
            0.5, -0.5,
            0.0, 0.5
        ];

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

        // Vertex shader source code
        const vertexShaderSource = `
            attribute vec2 position;
            void main() {
                gl_Position = vec4(position, 0.0, 1.0);
            }
        `;

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

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

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

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

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

        // Get the attribute location
        const positionAttributeLocation = gl.getAttribLocation(program, "position");
        gl.enableVertexAttribArray(positionAttributeLocation);
        gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);

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

Check if all of the following conditions are true:

HTML Render

Rendering the webpage gives the following image:

LLM Generation

Query

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

Output

The image shows a simple red triangle with a solid fill color against a black background. The triangle is oriented with its base parallel to the bottom of the image and its apex pointing upwards.

LLM Generation

Query

Does this answer say that there is a picture of a triangle "The image shows a simple red triangle with a solid fill color against a black background. The triangle is oriented with its base parallel to the bottom of the image and its apex pointing upwards."? 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 an HTML file that draws a triangle using WebGL and makes the canvas take up the full page:

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

    <script>
        // Get the canvas element
        const canvas = document.getElementById("glCanvas");

        // Get the WebGL context
        const gl = canvas.getContext("webgl");

        // Define the vertex shader
        const vertexShaderSource = `
            attribute vec2 a_position;
            void main() {
                gl_Position = vec4(a_position, 0.0, 1.0);
            }
        `;

        // Define the fragment shader
        const fragmentShaderSource = `
            precision mediump float;
            void main() {
                gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
            }
        `;

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

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

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

        // Set up the triangle vertices
        const vertices = [
            -0.5, -0.5,
            0.5, -0.5,
            0.0, 0.5
        ];

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

        // Get the attribute location
        const positionAttributeLocation = gl.getAttribLocation(program, "a_position");
        gl.enableVertexAttribArray(positionAttributeLocation);
        gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);

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

        // Draw the triangle
        gl.drawArrays(gl.TRIANGLES, 0, 3);
    </script>
</body>
</html>
In this HTML file: 1. The `<style>` section sets the margin and padding of the `body` and `html` elements to 0 and hides any overflow. It also sets the `canvas` element to take up the full width and height of the page. 2. The `<canvas>` element is used to draw the WebGL graphics. 3. In the `<script>` section: - We get the canvas element and the WebGL context. - We define the vertex shader and fragment shader sources. - We create the vertex shader and fragment shader, compile them, and attach them to the shader program. - We set up the triangle vertices and create a buffer for them. - We get the attribute location for the position and enable it. - We clear the canvas with a black color. - Finally, we draw the triangle using `gl.drawArrays()`. When you open this HTML file in a web browser, you will see a red triangle taking up the full page.

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;
            overflow: hidden;
        }
        canvas {
            width: 100%;
            height: 100%;
        }
    </style>
</head>
<body>
    <canvas id="glCanvas"></canvas>

    <script>
        // Get the canvas element
        const canvas = document.getElementById("glCanvas");

        // Get the WebGL context
        const gl = canvas.getContext("webgl");

        // Define the vertex shader
        const vertexShaderSource = `
            attribute vec2 a_position;
            void main() {
                gl_Position = vec4(a_position, 0.0, 1.0);
            }
        `;

        // Define the fragment shader
        const fragmentShaderSource = `
            precision mediump float;
            void main() {
                gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
            }
        `;

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

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

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

        // Set up the triangle vertices
        const vertices = [
            -0.5, -0.5,
            0.5, -0.5,
            0.0, 0.5
        ];

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

        // Get the attribute location
        const positionAttributeLocation = gl.getAttribLocation(program, "a_position");
        gl.enableVertexAttribArray(positionAttributeLocation);
        gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);

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

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

Check if all of the following conditions are true:

HTML Render

Rendering the webpage gives the following image:

LLM Generation

Query

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

Output

The image shows a simple red triangle with a solid fill against a black background. The triangle is oriented with one vertex pointing upwards and the base parallel to the bottom of the image frame.

LLM Generation

Query

Does this answer say that there is a picture of a triangle "The image shows a simple red triangle with a solid fill against a black background. The triangle is oriented with one vertex pointing upwards and the base parallel to the bottom of the image frame."? 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 an HTML file that draws a triangle using WebGL and makes the canvas take up the full page:

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

    <script>
        // Get the canvas element
        const canvas = document.getElementById('glCanvas');

        // Get the WebGL context
        const gl = canvas.getContext('webgl');

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

        // Clear the canvas
        gl.clear(gl.COLOR_BUFFER_BIT);

        // Define the vertices of the triangle
        const vertices = [
            -0.5, -0.5, 0.0,
            0.5, -0.5, 0.0,
            0.0, 0.5, 0.0
        ];

        // Create a buffer and bind it
        const vertexBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);

        // Set the buffer data
        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);

        // Vertex shader source code
        const vertexShaderSource = `
            attribute vec3 aVertexPosition;
            void main() {
                gl_Position = vec4(aVertexPosition, 1.0);
            }
        `;

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

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

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

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

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

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

        // Enable the vertex attribute array
        gl.enableVertexAttribArray(vertexPositionAttribute);

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

        // Draw the triangle
        gl.drawArrays(gl.TRIANGLES, 0, 3);
    </script>
</body>
</html>
This HTML file does the following: 1. We define a `<canvas>` element with the id `glCanvas`. 2. In the `<style>` section, we set the `margin` and `padding` of the `body` and `html` elements to 0 and hide any overflow. We also set the `width` and `height` of the canvas to 100% to make it take up the full page. 3. In the `<script>` section, we retrieve the canvas element and get the WebGL context. 4. We set the clear color to black and clear the canvas. 5. We define the vertices of the triangle in an array. 6. We create a buffer, bind it, and set the buffer data with the triangle vertices. 7. We define the vertex shader and fragment shader source code. 8. We create the shaders, compile them, and attach them to a shader program. 9. We use the shader program and get the attribute location for the vertex position. 10. We enable the vertex attribute array and set the vertex attribute pointer. 11. Finally, we draw the triangle using `gl.drawArrays()`. When you open this HTML file in a web browser, you should see a white triangle rendered on a black background, with the canvas taking up the full page.

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;
            overflow: hidden;
        }
        canvas {
            width: 100%;
            height: 100%;
        }
    </style>
</head>
<body>
    <canvas id="glCanvas"></canvas>

    <script>
        // Get the canvas element
        const canvas = document.getElementById('glCanvas');

        // Get the WebGL context
        const gl = canvas.getContext('webgl');

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

        // Clear the canvas
        gl.clear(gl.COLOR_BUFFER_BIT);

        // Define the vertices of the triangle
        const vertices = [
            -0.5, -0.5, 0.0,
            0.5, -0.5, 0.0,
            0.0, 0.5, 0.0
        ];

        // Create a buffer and bind it
        const vertexBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);

        // Set the buffer data
        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);

        // Vertex shader source code
        const vertexShaderSource = `
            attribute vec3 aVertexPosition;
            void main() {
                gl_Position = vec4(aVertexPosition, 1.0);
            }
        `;

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

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

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

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

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

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

        // Enable the vertex attribute array
        gl.enableVertexAttribArray(vertexPositionAttribute);

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

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

Check if all of the following conditions are true:

HTML Render

Rendering the webpage gives the following image:

LLM Generation

Query

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

Output

The image shows a white equilateral triangle centered horizontally on a black background. The triangle is pointing upwards, and its base is parallel to the bottom edge of the image. There are no other visible elements or details within the triangle or the surrounding area.

LLM Generation

Query

Does this answer say that there is a picture of a triangle "The image shows a white equilateral triangle centered horizontally on a black background. The triangle is pointing upwards, and its base is parallel to the bottom edge of the image. There are no other visible elements or details within the triangle or the surrounding area."? 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 an HTML file that draws a triangle using WebGL and makes the canvas take up the full page:

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

  <script>
    // Get the canvas element
    const canvas = document.getElementById('webglCanvas');

    // Get the WebGL context
    const gl = canvas.getContext('webgl');

    // Set the canvas size to match the window size
    canvas.width = window.innerWidth;
    canvas.height = window.innerHeight;

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

    // Vertex shader source code
    const vertexShaderSource = `
      attribute vec2 a_position;
      void main() {
        gl_Position = vec4(a_position, 0.0, 1.0);
      }
    `;

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

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

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

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

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

    // Set up the triangle vertices
    const vertices = new Float32Array([
      0.0, 0.5,
      -0.5, -0.5,
      0.5, -0.5
    ]);

    // Create a buffer for the vertices
    const vertexBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);

    // Get the attribute location for the position
    const positionAttributeLocation = gl.getAttribLocation(program, 'a_position');
    gl.enableVertexAttribArray(positionAttributeLocation);
    gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);

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

    // Draw the triangle
    gl.drawArrays(gl.TRIANGLES, 0, 3);
  </script>
</body>
</html>
This HTML file does the following: 1. It defines a canvas element with the ID "webglCanvas" in the HTML body. 2. It sets the canvas size to match the window size using CSS styles, making it take up the full page. 3. In the JavaScript code: - It retrieves the canvas element using `document.getElementById('webglCanvas')`. - It gets the WebGL context using `canvas.getContext('webgl')`. - It sets the canvas size to match the window size using `canvas.width` and `canvas.height`. - It sets the viewport to cover the entire canvas using `gl.viewport()`. 4. It defines the vertex shader and fragment shader source code. 5. It creates the vertex shader and fragment shader, compiles them, and creates a shader program. 6. It sets up the triangle vertices using a `Float32Array`. 7. It creates a buffer for the vertices, binds it, and sets the vertex data. 8. It retrieves the attribute location for the position and sets up the attribute pointer. 9. It clears the canvas with a black color using `gl.clearColor()` and `gl.clear()`. 10. Finally, it draws the triangle using `gl.drawArrays()`. When you open this HTML file in a web browser, you should see a red triangle taking up the full page.

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;
      overflow: hidden;
    }
    canvas {
      width: 100%;
      height: 100%;
    }
  </style>
</head>
<body>
  <canvas id="webglCanvas"></canvas>

  <script>
    // Get the canvas element
    const canvas = document.getElementById('webglCanvas');

    // Get the WebGL context
    const gl = canvas.getContext('webgl');

    // Set the canvas size to match the window size
    canvas.width = window.innerWidth;
    canvas.height = window.innerHeight;

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

    // Vertex shader source code
    const vertexShaderSource = `
      attribute vec2 a_position;
      void main() {
        gl_Position = vec4(a_position, 0.0, 1.0);
      }
    `;

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

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

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

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

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

    // Set up the triangle vertices
    const vertices = new Float32Array([
      0.0, 0.5,
      -0.5, -0.5,
      0.5, -0.5
    ]);

    // Create a buffer for the vertices
    const vertexBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);

    // Get the attribute location for the position
    const positionAttributeLocation = gl.getAttribLocation(program, 'a_position');
    gl.enableVertexAttribArray(positionAttributeLocation);
    gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);

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

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

Check if all of the following conditions are true:

HTML Render

Rendering the webpage gives the following image:

LLM Generation

Query

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

Output

The image shows a solid red triangle centered on a black background. The triangle is equilateral, meaning all three sides are of equal length, and it is positioned with one vertex pointing upwards and the base parallel to the bottom edge of the image.

LLM Generation

Query

Does this answer say that there is a picture of a triangle "The image shows a solid red triangle centered on a black background. The triangle is equilateral, meaning all three sides are of equal length, and it is positioned with one vertex pointing upwards and the base parallel to the bottom edge of the image."? Answer "Yes it does" or "No it does not".

Output

Yes it does.

Substring Evaluation

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

Check this condition is not true:

Substring Evaluation

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

Final Answer: True

Final Answer: True