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

## HTML File with WebGL Triangle Here's the HTML file with WebGL code to draw a triangle that fills the entire 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>
</head>
<body>
    <canvas id="glCanvas" style="width: 100vw; height: 100vh;"></canvas>
    <script>
        // WebGL Initialization
        const canvas = document.getElementById('glCanvas');
        const gl = canvas.getContext('webgl');

        if (!gl) {
            alert('Unable to initialize WebGL. Your browser or machine may not support it.');
            return;
        }

        // Vertex Shader
        const vertexShaderSource = `
            attribute vec4 aVertexPosition;
            void main() {
                gl_Position = aVertexPosition;
            }
        `;

        // Fragment Shader
        const fragmentShaderSource = `
            void main() {
                gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Set color to red
            }
        `;

        // Create and Compile 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 and Link Program
        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 the shader program: ' + gl.getProgramInfoLog(program));
            return;
        }

        // Create Buffer
        const positions = [
            -1.0, -1.0,
             1.0, -1.0,
             0.0,  1.0,
        ];
        const buffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);

        // Link Vertex Attribute
        const aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');
        gl.vertexAttribPointer(aVertexPosition, 2, gl.FLOAT, false, 0, 0);
        gl.enableVertexAttribArray(aVertexPosition);

        // Clear Canvas and Draw Triangle
        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);
    </script>
</body>
</html>
This code will: 1. Create a full-page canvas element. 2. Initialize WebGL context. 3. Define vertex and fragment shaders. 4. Compile and link the shaders into a program. 5. Create a buffer with vertex positions for the triangle. 6. Link the vertex attribute with the buffer. 7. Clear the canvas and draw the triangle using `gl.drawArrays`. Save this code as an HTML file and open it in your browser to see the red triangle filling the entire page.

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>
</head>
<body>
    <canvas id="glCanvas" style="width: 100vw; height: 100vh;"></canvas>
    <script>
        // WebGL Initialization
        const canvas = document.getElementById('glCanvas');
        const gl = canvas.getContext('webgl');

        if (!gl) {
            alert('Unable to initialize WebGL. Your browser or machine may not support it.');
            return;
        }

        // Vertex Shader
        const vertexShaderSource = `
            attribute vec4 aVertexPosition;
            void main() {
                gl_Position = aVertexPosition;
            }
        `;

        // Fragment Shader
        const fragmentShaderSource = `
            void main() {
                gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Set color to red
            }
        `;

        // Create and Compile 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 and Link Program
        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 the shader program: ' + gl.getProgramInfoLog(program));
            return;
        }

        // Create Buffer
        const positions = [
            -1.0, -1.0,
             1.0, -1.0,
             0.0,  1.0,
        ];
        const buffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);

        // Link Vertex Attribute
        const aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');
        gl.vertexAttribPointer(aVertexPosition, 2, gl.FLOAT, false, 0, 0);
        gl.enableVertexAttribArray(aVertexPosition);

        // Clear Canvas and Draw Triangle
        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);
    </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 you've provided appears to be a completely white canvas without any visible drawings or graphics. If there was supposed to be something drawn with WebGL, it is not visible in this screenshot. It's possible that the drawing failed to render, or there might be an issue with the code that was supposed to create the visual output.

LLM Generation

Query

Does this answer say that there is a picture of a triangle "The image you've provided appears to be a completely white canvas without any visible drawings or graphics. If there was supposed to be something drawn with WebGL, it is not visible in this screenshot. It's possible that the drawing failed to render, or there might be an issue with the code that was supposed to create the visual output."? 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

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<!DOCTYPE html>
<html>
  <head>
    <meta charset="UTF-8" />
    <title>Triangle in WebGL</title>
  </head>

  <body>
    <canvas id="glCanvas"></canvas>
    <script>
      function main() {
        // Get the canvas element and its rendering context
        const canvas = document.getElementById('glCanvas');
        const gl = canvas.getContext('webgl');

        // If WebGL context is not available, display an error message
        if (!gl) {
          alert('Unable to initialize WebGL. Your browser or machine may not support it.');
          return;
        }

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

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

          void main() {
            gl_Position = aVertexPosition;
          }
        `;

        // Fragment shader source code
        const fragmentShaderSource = `
          void main() {
            gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Set the fragment color to red
          }
        `;

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

        // Check for vertex shader compilation errors
        if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {
          alert('An error occurred compiling the vertex shader: ' + gl.getShaderInfoLog(vertexShader));
          gl.deleteShader(vertexShader);
          return;
        }

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

        // Check for fragment shader compilation errors
        if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
          alert('An error occurred compiling the fragment shader: ' + gl.getShaderInfoLog(fragmentShader));
          gl.deleteShader(fragmentShader);
          return;
        }

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

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

        // Get the vertex position attribute location
        const positionAttributeLocation = gl.getAttribLocation(shaderProgram, 'aVertexPosition');

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

        // Define the triangle's vertices
        const positions = [
          0.0, 1.0, 0.0, // Top vertex
          -1.0, -1.0, 0.0, // Bottom-left vertex
          1.0, -1.0, 0.0, // Bottom-right vertex
        ];

        // Pass the vertex data to the buffer
        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);

        // Clear the canvas before drawing
        gl.clearColor(0.0, 0.0, 0.0, 1.0); // Set the clear color to black
        gl.clear(gl.COLOR_BUFFER_BIT);

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

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

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

        // Tell WebGL how to pull data out of the position buffer to use
        // as the vertex positions
        const size = 3; // 3 components per iteration
        const type = gl.FLOAT; // the data is 32bit floats
        const normalize = false; // don't normalize the data
        const stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position
        const offset = 0; // start at the beginning of the buffer
        gl.vertexAttribPointer(positionAttributeLocation, size, type, normalize, stride, offset);

        // Draw the triangle
        const primitiveType = gl.TRIANGLES;
        const offset = 0;
        const count = 3;
        gl.drawArrays(primitiveType, offset, count);
      }

      // Call the main function to start the drawing process
      main();
    </script>
  </body>
</html>
**Explanation:** 1. **HTML Structure:** - Creates a canvas element with the ID `glCanvas`. - Includes a JavaScript script to handle the WebGL rendering. 2. **JavaScript Code:** - **`main()` Function:** - Gets the canvas and WebGL rendering context. - Sets the viewport to cover the entire canvas. - Creates and compiles vertex and fragment shaders. - Links the shaders into a shader program. - Gets the vertex position attribute location. - Creates a buffer for the triangle's vertices. - Defines the triangle's vertices as an array. - Passes the vertex data to the buffer. - Clears the canvas with a black background. - Uses the linked shader program. - Enables the vertex position attribute. - Binds the vertex buffer to the position attribute. - Specifies how to pull data from the buffer for vertex positions. - Draws the triangle using `gl.drawArrays()`. 3. **Vertex Shader:** - Takes a vertex position as input (`aVertexPosition`). - Sets the output position (`gl_Position`) to the input vertex position. 4. **Fragment Shader:** - Sets the fragment color (`gl_FragColor`) to red (RGB: 1.0, 0.0, 0.0). **Result:** This code will render a red triangle that fills the entire canvas.

Extract Code

I extracted the following code from that output:

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<!DOCTYPE html>
<html>
  <head>
    <meta charset="UTF-8" />
    <title>Triangle in WebGL</title>
  </head>

  <body>
    <canvas id="glCanvas"></canvas>
    <script>
      function main() {
        // Get the canvas element and its rendering context
        const canvas = document.getElementById('glCanvas');
        const gl = canvas.getContext('webgl');

        // If WebGL context is not available, display an error message
        if (!gl) {
          alert('Unable to initialize WebGL. Your browser or machine may not support it.');
          return;
        }

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

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

          void main() {
            gl_Position = aVertexPosition;
          }
        `;

        // Fragment shader source code
        const fragmentShaderSource = `
          void main() {
            gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Set the fragment color to red
          }
        `;

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

        // Check for vertex shader compilation errors
        if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {
          alert('An error occurred compiling the vertex shader: ' + gl.getShaderInfoLog(vertexShader));
          gl.deleteShader(vertexShader);
          return;
        }

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

        // Check for fragment shader compilation errors
        if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
          alert('An error occurred compiling the fragment shader: ' + gl.getShaderInfoLog(fragmentShader));
          gl.deleteShader(fragmentShader);
          return;
        }

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

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

        // Get the vertex position attribute location
        const positionAttributeLocation = gl.getAttribLocation(shaderProgram, 'aVertexPosition');

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

        // Define the triangle's vertices
        const positions = [
          0.0, 1.0, 0.0, // Top vertex
          -1.0, -1.0, 0.0, // Bottom-left vertex
          1.0, -1.0, 0.0, // Bottom-right vertex
        ];

        // Pass the vertex data to the buffer
        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);

        // Clear the canvas before drawing
        gl.clearColor(0.0, 0.0, 0.0, 1.0); // Set the clear color to black
        gl.clear(gl.COLOR_BUFFER_BIT);

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

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

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

        // Tell WebGL how to pull data out of the position buffer to use
        // as the vertex positions
        const size = 3; // 3 components per iteration
        const type = gl.FLOAT; // the data is 32bit floats
        const normalize = false; // don't normalize the data
        const stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position
        const offset = 0; // start at the beginning of the buffer
        gl.vertexAttribPointer(positionAttributeLocation, size, type, normalize, stride, offset);

        // Draw the triangle
        const primitiveType = gl.TRIANGLES;
        const offset = 0;
        const count = 3;
        gl.drawArrays(primitiveType, offset, count);
      }

      // Call the main function to start the drawing process
      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

I'm sorry, but I can't provide a description because the image you've uploaded doesn't contain any visible content. It appears to be a blank or white image. If there is supposed to be something drawn with WebGL, it is not visible in the image provided. Please check the image and try uploading again if there was an error.

LLM Generation

Query

Does this answer say that there is a picture of a triangle "I'm sorry, but I can't provide a description because the image you've uploaded doesn't contain any visible content. It appears to be a blank or white image. If there is supposed to be something drawn with WebGL, it is not visible in the image provided. Please check the image and try uploading again if there was an error."? 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

## HTML File with WebGL Triangle

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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>
</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');

        // Check if WebGL is available
        if (!gl) {
            alert('WebGL is not available on your system.');
        }

        // Set the canvas to take up the full page
        canvas.width = window.innerWidth;
        canvas.height = window.innerHeight;

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

            void main() {
                gl_Position = aVertexPosition;
            }
        `;

        // Fragment shader source code
        const fragmentShaderSource = `
            void main() {
                gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Set the fragment color to red
            }
        `;

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

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

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

        // If linking failed, log the error
        if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
            console.error('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram));
        }

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

        // Create a buffer for the vertex positions
        const vertexBuffer = gl.createBuffer();

        // Bind the vertex buffer and put the vertex data in it
        gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
        const vertices = [
            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(vertices), gl.STATIC_DRAW);

        // Get the location of the aVertexPosition attribute in the shader program
        const positionAttributeLocation = gl.getAttribLocation(shaderProgram, 'aVertexPosition');

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

        // Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER)
        const size = 3;          // 3 components per iteration
        const type = gl.FLOAT;   // the data is 32bit floats
        const normalize = false; // don't normalize the data
        const stride = 0;        // 0 = move forward size * sizeof(type) each iteration to get the next position
        const offset = 0;        // start at the beginning of the buffer
        gl.vertexAttribPointer(positionAttributeLocation, size, type, normalize, stride, offset);

        // Clear the canvas
        gl.clearColor(0.0, 0.0, 0.0, 1.0); // Set clear color to black, fully opaque
        gl.clearDepth(1.0);                 // Clear everything
        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

        // Draw the triangle
        const primitiveType = gl.TRIANGLES;
        const offset = 0;
        const count = 3;
        gl.drawArrays(primitiveType, offset, count);
    </script>
</body>
</html>
This code will create a full-page canvas and draw a red triangle in the center.

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>
</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');

        // Check if WebGL is available
        if (!gl) {
            alert('WebGL is not available on your system.');
        }

        // Set the canvas to take up the full page
        canvas.width = window.innerWidth;
        canvas.height = window.innerHeight;

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

            void main() {
                gl_Position = aVertexPosition;
            }
        `;

        // Fragment shader source code
        const fragmentShaderSource = `
            void main() {
                gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Set the fragment color to red
            }
        `;

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

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

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

        // If linking failed, log the error
        if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
            console.error('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram));
        }

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

        // Create a buffer for the vertex positions
        const vertexBuffer = gl.createBuffer();

        // Bind the vertex buffer and put the vertex data in it
        gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
        const vertices = [
            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(vertices), gl.STATIC_DRAW);

        // Get the location of the aVertexPosition attribute in the shader program
        const positionAttributeLocation = gl.getAttribLocation(shaderProgram, 'aVertexPosition');

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

        // Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER)
        const size = 3;          // 3 components per iteration
        const type = gl.FLOAT;   // the data is 32bit floats
        const normalize = false; // don't normalize the data
        const stride = 0;        // 0 = move forward size * sizeof(type) each iteration to get the next position
        const offset = 0;        // start at the beginning of the buffer
        gl.vertexAttribPointer(positionAttributeLocation, size, type, normalize, stride, offset);

        // Clear the canvas
        gl.clearColor(0.0, 0.0, 0.0, 1.0); // Set clear color to black, fully opaque
        gl.clearDepth(1.0);                 // Clear everything
        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

        // Draw the triangle
        const primitiveType = gl.TRIANGLES;
        const offset = 0;
        const count = 3;
        gl.drawArrays(primitiveType, offset, count);
    </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

I'm sorry, but I can't provide a description because the image you've uploaded doesn't contain any visible content. It appears to be a blank or white image. If there is supposed to be something drawn with WebGL, it is not visible in the image provided. Please check the image and try uploading again if there was an error.

LLM Generation

Query

Does this answer say that there is a picture of a triangle "I'm sorry, but I can't provide a description because the image you've uploaded doesn't contain any visible content. It appears to be a blank or white image. If there is supposed to be something drawn with WebGL, it is not visible in the image provided. Please check the image and try uploading again if there was an error."? 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