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

Sure! Below is a simple HTML file that demonstrates how to draw a triangle using WebGL. The canvas will take up the full page. You can copy this code into an HTML file and open it in a web browser to see the triangle rendered on the 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 {
            margin: 0;
            overflow: hidden;
        }
        canvas {
            display: block;
        }
    </style>
</head>
<body>
    <canvas id="webgl-canvas"></canvas>
    <script>
        const canvas = document.getElementById('webgl-canvas');
        const gl = canvas.getContext('webgl');

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

        // Define the vertices of the triangle
        const vertices = new Float32Array([
            0.0,  0.5,  // Vertex 1 (X, Y)
           -0.5, -0.5,  // Vertex 2 (X, Y)
            0.5, -0.5   // Vertex 3 (X, Y)
        ]);

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

        // Create and compile the vertex shader
        const vertexShaderSource = `
            attribute vec2 coordinates;
            void main(void) {
                gl_Position = vec4(coordinates, 0.0, 1.0);
            }
        `;
        const vertexShader = gl.createShader(gl.VERTEX_SHADER);
        gl.shaderSource(vertexShader, vertexShaderSource);
        gl.compileShader(vertexShader);

        // Create and compile the fragment shader
        const fragmentShaderSource = `
            void main(void) {
                gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Red color
            }
        `;
        const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
        gl.shaderSource(fragmentShader, fragmentShaderSource);
        gl.compileShader(fragmentShader);

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

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

        // Bind the buffer
        gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
        const coordinates = gl.getAttribLocation(shaderProgram, 'coordinates');
        gl.vertexAttribPointer(coordinates, 2, gl.FLOAT, false, 0, 0);
        gl.enableVertexAttribArray(coordinates);

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

        // Clear the canvas and draw the triangle
        gl.clearColor(0.0, 0.0, 0.0, 1.0); // Black background
        gl.clear(gl.COLOR_BUFFER_BIT);
        gl.drawArrays(gl.TRIANGLES, 0, 3);

    </script>
</body>
</html>
### How to Run the Code: 1. **Copy the code** into a text editor. 2. **Save the file with a `.html` extension**, for example, `triangle.html`. 3. **Open the saved file** in a web browser (like Chrome or Firefox). You should see a red triangle rendered in the center of a black background, and the canvas should occupy the entire window.

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 {
            margin: 0;
            overflow: hidden;
        }
        canvas {
            display: block;
        }
    </style>
</head>
<body>
    <canvas id="webgl-canvas"></canvas>
    <script>
        const canvas = document.getElementById('webgl-canvas');
        const gl = canvas.getContext('webgl');

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

        // Define the vertices of the triangle
        const vertices = new Float32Array([
            0.0,  0.5,  // Vertex 1 (X, Y)
           -0.5, -0.5,  // Vertex 2 (X, Y)
            0.5, -0.5   // Vertex 3 (X, Y)
        ]);

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

        // Create and compile the vertex shader
        const vertexShaderSource = `
            attribute vec2 coordinates;
            void main(void) {
                gl_Position = vec4(coordinates, 0.0, 1.0);
            }
        `;
        const vertexShader = gl.createShader(gl.VERTEX_SHADER);
        gl.shaderSource(vertexShader, vertexShaderSource);
        gl.compileShader(vertexShader);

        // Create and compile the fragment shader
        const fragmentShaderSource = `
            void main(void) {
                gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Red color
            }
        `;
        const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
        gl.shaderSource(fragmentShader, fragmentShaderSource);
        gl.compileShader(fragmentShader);

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

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

        // Bind the buffer
        gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
        const coordinates = gl.getAttribLocation(shaderProgram, 'coordinates');
        gl.vertexAttribPointer(coordinates, 2, gl.FLOAT, false, 0, 0);
        gl.enableVertexAttribArray(coordinates);

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

        // Clear the canvas and draw the triangle
        gl.clearColor(0.0, 0.0, 0.0, 1.0); // Black background
        gl.clear(gl.COLOR_BUFFER_BIT);
        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: b''

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

cannot identify image file <_io.BytesIO object at 0x7f5059ec9860>

LLM Generation

Query

Does this answer say that there is a picture of a triangle "cannot identify image file <_io.BytesIO object at 0x7f5059ec9860>"? 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

To create a simple WebGL application that draws a triangle and makes the canvas take the full page, you can use the following HTML code. This code sets up the WebGL context, defines the vertex data for the triangle, and renders it on the canvas. Here's a complete HTML file that accomplishes this:

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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 {
            margin: 0;
            overflow: hidden; /* Prevent scrollbars */
        }
        canvas {
            display: block; /* Remove margin around canvas */
        }
    </style>
</head>
<body>
    <canvas id="webgl-canvas"></canvas>
    <script>
        const canvas = document.getElementById('webgl-canvas');
        const gl = canvas.getContext('webgl');

        // Resize the canvas to fill the window
        function resizeCanvas() {
            canvas.width = window.innerWidth;
            canvas.height = window.innerHeight;
            gl.viewport(0, 0, canvas.width, canvas.height);
        }

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

        // Define the triangle vertices
        const vertices = new Float32Array([
            0.0,  0.5,  // Vertex 1 (X, Y)
           -0.5, -0.5,  // Vertex 2 (X, Y)
            0.5, -0.5   // Vertex 3 (X, Y)
        ]);

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

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

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

        // Compile shader function
        function compileShader(source, type) {
            const shader = gl.createShader(type);
            gl.shaderSource(shader, source);
            gl.compileShader(shader);
            if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
                console.error('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader));
                gl.deleteShader(shader);
                return null;
            }
            return shader;
        }

        // Create and compile vertex and fragment shaders
        const vertexShader = compileShader(vertexShaderSource, gl.VERTEX_SHADER);
        const fragmentShader = compileShader(fragmentShaderSource, gl.FRAGMENT_SHADER);

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

        // Bind the buffer to the shader program
        const coordinates = gl.getAttribLocation(shaderProgram, "coordinates");
        gl.vertexAttribPointer(coordinates, 2, gl.FLOAT, false, 0, 0);
        gl.enableVertexAttribArray(coordinates);

        // Clear the canvas and draw the triangle
        function draw() {
            gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black
            gl.clear(gl.COLOR_BUFFER_BIT);
            gl.drawArrays(gl.TRIANGLES, 0, 3);
        }

        // Initial draw
        draw();
    </script>
</body>
</html>
### Explanation: - **Canvas Setup**: The canvas is set to take the full size of the window. The `resizeCanvas` function ensures that it resizes dynamically when the window changes size. - **WebGL Initialization**: A WebGL context is created, and vertex data for a triangle is defined. - **Shaders**: Simple vertex and fragment shaders are created to handle the rendering of the triangle. The triangle is colored red. - **Drawing the Triangle**: The `draw` function clears the canvas and renders the triangle. ### Usage: 1. Copy the above code into a new file and save it as `index.html`. 2. Open the file in a web browser that supports WebGL (most modern browsers do). 3. You should see a red triangle centered in a black canvas that takes up 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>
    <style>
        body {
            margin: 0;
            overflow: hidden; /* Prevent scrollbars */
        }
        canvas {
            display: block; /* Remove margin around canvas */
        }
    </style>
</head>
<body>
    <canvas id="webgl-canvas"></canvas>
    <script>
        const canvas = document.getElementById('webgl-canvas');
        const gl = canvas.getContext('webgl');

        // Resize the canvas to fill the window
        function resizeCanvas() {
            canvas.width = window.innerWidth;
            canvas.height = window.innerHeight;
            gl.viewport(0, 0, canvas.width, canvas.height);
        }

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

        // Define the triangle vertices
        const vertices = new Float32Array([
            0.0,  0.5,  // Vertex 1 (X, Y)
           -0.5, -0.5,  // Vertex 2 (X, Y)
            0.5, -0.5   // Vertex 3 (X, Y)
        ]);

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

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

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

        // Compile shader function
        function compileShader(source, type) {
            const shader = gl.createShader(type);
            gl.shaderSource(shader, source);
            gl.compileShader(shader);
            if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
                console.error('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader));
                gl.deleteShader(shader);
                return null;
            }
            return shader;
        }

        // Create and compile vertex and fragment shaders
        const vertexShader = compileShader(vertexShaderSource, gl.VERTEX_SHADER);
        const fragmentShader = compileShader(fragmentShaderSource, gl.FRAGMENT_SHADER);

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

        // Bind the buffer to the shader program
        const coordinates = gl.getAttribLocation(shaderProgram, "coordinates");
        gl.vertexAttribPointer(coordinates, 2, gl.FLOAT, false, 0, 0);
        gl.enableVertexAttribArray(coordinates);

        // Clear the canvas and draw the triangle
        function draw() {
            gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black
            gl.clear(gl.COLOR_BUFFER_BIT);
            gl.drawArrays(gl.TRIANGLES, 0, 3);
        }

        // Initial draw
        draw();
    </script>
</body>
</html>

Check if all of the following conditions are true:

HTML Render

Rendering the webpage gives the following image: b''

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

cannot identify image file <_io.BytesIO object at 0x7f58eedb00e0>

LLM Generation

Query

Does this answer say that there is a picture of a triangle "cannot identify image file <_io.BytesIO object at 0x7f58eedb00e0>"? 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

To create a simple WebGL application that renders a triangle and makes the canvas take the full page, you can use the following HTML code. This code sets up a WebGL context, defines the vertex data for a triangle, and draws it on the canvas. Here is the complete HTML file:

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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 {
            margin: 0;
            overflow: hidden;
        }
        canvas {
            display: block;
        }
    </style>
</head>
<body>
    <canvas id="webglCanvas"></canvas>
    <script>
        // Get the canvas and WebGL context
        const canvas = document.getElementById('webglCanvas');
        const gl = canvas.getContext('webgl');

        // Resize the canvas to fill the window
        function resizeCanvas() {
            canvas.width = window.innerWidth;
            canvas.height = window.innerHeight;
        }
        window.addEventListener('resize', resizeCanvas);
        resizeCanvas();

        // Vertex shader source
        const vertexShaderSource = `
            attribute vec4 a_Position;
            void main() {
                gl_Position = a_Position;
            }
        `;

        // Fragment shader source
        const fragmentShaderSource = `
            void main() {
                gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Red color
            }
        `;

        // Compile shader
        function compileShader(source, type) {
            const shader = gl.createShader(type);
            gl.shaderSource(shader, source);
            gl.compileShader(shader);
            if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
                console.error('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader));
                gl.deleteShader(shader);
                return null;
            }
            return shader;
        }

        // Create and link the shader program
        const vertexShader = compileShader(vertexShaderSource, gl.VERTEX_SHADER);
        const fragmentShader = compileShader(fragmentShaderSource, gl.FRAGMENT_SHADER);
        const shaderProgram = gl.createProgram();
        gl.attachShader(shaderProgram, vertexShader);
        gl.attachShader(shaderProgram, fragmentShader);
        gl.linkProgram(shaderProgram);
        gl.useProgram(shaderProgram);

        // Define the triangle vertices
        const vertices = new Float32Array([
            0.0,  0.5,  // Vertex 1 (X, Y)
           -0.5, -0.5,  // Vertex 2 (X, Y)
            0.5, -0.5   // Vertex 3 (X, Y)
        ]);

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

        // Bind the buffer and set up the attribute
        const positionLocation = gl.getAttribLocation(shaderProgram, 'a_Position');
        gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
        gl.enableVertexAttribArray(positionLocation);

        // Clear the canvas and draw the triangle
        function draw() {
            gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black
            gl.clear(gl.COLOR_BUFFER_BIT);
            gl.viewport(0, 0, canvas.width, canvas.height); // Set viewport to canvas size
            gl.drawArrays(gl.TRIANGLES, 0, 3); // Draw the triangle
        }

        // Initial draw
        draw();
    </script>
</body>
</html>
### Explanation: - The HTML structure includes a `<canvas>` element that takes the full size of the window. - The WebGL context is created and the canvas is resized to fill the whole window. - Vertex and fragment shaders are defined to handle the vertex positions and the color of the triangle. - A triangle is defined using vertices and rendered on the canvas. - The canvas is cleared to black before drawing the triangle, which is rendered in red. You can simply copy and paste this code into an HTML file and open it in a web browser to see the triangle rendered on the full-page canvas.

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 {
            margin: 0;
            overflow: hidden;
        }
        canvas {
            display: block;
        }
    </style>
</head>
<body>
    <canvas id="webglCanvas"></canvas>
    <script>
        // Get the canvas and WebGL context
        const canvas = document.getElementById('webglCanvas');
        const gl = canvas.getContext('webgl');

        // Resize the canvas to fill the window
        function resizeCanvas() {
            canvas.width = window.innerWidth;
            canvas.height = window.innerHeight;
        }
        window.addEventListener('resize', resizeCanvas);
        resizeCanvas();

        // Vertex shader source
        const vertexShaderSource = `
            attribute vec4 a_Position;
            void main() {
                gl_Position = a_Position;
            }
        `;

        // Fragment shader source
        const fragmentShaderSource = `
            void main() {
                gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Red color
            }
        `;

        // Compile shader
        function compileShader(source, type) {
            const shader = gl.createShader(type);
            gl.shaderSource(shader, source);
            gl.compileShader(shader);
            if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
                console.error('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader));
                gl.deleteShader(shader);
                return null;
            }
            return shader;
        }

        // Create and link the shader program
        const vertexShader = compileShader(vertexShaderSource, gl.VERTEX_SHADER);
        const fragmentShader = compileShader(fragmentShaderSource, gl.FRAGMENT_SHADER);
        const shaderProgram = gl.createProgram();
        gl.attachShader(shaderProgram, vertexShader);
        gl.attachShader(shaderProgram, fragmentShader);
        gl.linkProgram(shaderProgram);
        gl.useProgram(shaderProgram);

        // Define the triangle vertices
        const vertices = new Float32Array([
            0.0,  0.5,  // Vertex 1 (X, Y)
           -0.5, -0.5,  // Vertex 2 (X, Y)
            0.5, -0.5   // Vertex 3 (X, Y)
        ]);

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

        // Bind the buffer and set up the attribute
        const positionLocation = gl.getAttribLocation(shaderProgram, 'a_Position');
        gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
        gl.enableVertexAttribArray(positionLocation);

        // Clear the canvas and draw the triangle
        function draw() {
            gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black
            gl.clear(gl.COLOR_BUFFER_BIT);
            gl.viewport(0, 0, canvas.width, canvas.height); // Set viewport to canvas size
            gl.drawArrays(gl.TRIANGLES, 0, 3); // Draw the triangle
        }

        // Initial draw
        draw();
    </script>
</body>
</html>

Check if all of the following conditions are true:

HTML Render

Rendering the webpage gives the following image: b''

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

cannot identify image file <_io.BytesIO object at 0x7f8b0c160ea0>

LLM Generation

Query

Does this answer say that there is a picture of a triangle "cannot identify image file <_io.BytesIO object at 0x7f8b0c160ea0>"? 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

Sure! Below is a simple HTML file that uses WebGL to draw a triangle and makes the canvas take the full page. You can copy and paste this code into an HTML file and open it in a web browser.

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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 {
            margin: 0;
            overflow: hidden;
        }
        canvas {
            display: block; /* Removes the margin around the canvas */
        }
    </style>
</head>
<body>
    <canvas id="webgl-canvas"></canvas>
    <script>
        // Get the canvas element and set its size
        const canvas = document.getElementById('webgl-canvas');
        canvas.width = window.innerWidth;
        canvas.height = window.innerHeight;

        // Initialize WebGL
        const gl = canvas.getContext('webgl');
        if (!gl) {
            console.error('WebGL not supported, falling back on experimental-webgl');
            gl = canvas.getContext('experimental-webgl');
        }
        if (!gl) {
            alert('Your browser does not support WebGL');
        }

        // Define the vertices for a triangle
        const vertices = new Float32Array([
            0.0,  0.5,  // Vertex 1 (X, Y)
           -0.5, -0.5,  // Vertex 2 (X, Y)
            0.5, -0.5   // Vertex 3 (X, Y)
        ]);

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

        // Vertex Shader
        const vertexShaderSource = `
            attribute vec2 coordinates;
            void main(void) {
                gl_Position = vec4(coordinates, 0.0, 1.0);
            }
        `;

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

        // Compile Shader
        function compileShader(source, type) {
            const shader = gl.createShader(type);
            gl.shaderSource(shader, source);
            gl.compileShader(shader);
            const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
            if (!success) {
                console.error(gl.getShaderInfoLog(shader));
                gl.deleteShader(shader);
                return null;
            }
            return shader;
        }

        const vertexShader = compileShader(vertexShaderSource, gl.VERTEX_SHADER);
        const fragmentShader = compileShader(fragmentShaderSource, gl.FRAGMENT_SHADER);

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

        // Bind the buffer and get the attribute location
        gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
        const coordinates = gl.getAttribLocation(shaderProgram, "coordinates");
        gl.vertexAttribPointer(coordinates, 2, gl.FLOAT, false, 0, 0);
        gl.enableVertexAttribArray(coordinates);

        // Clear the canvas and draw the triangle
        gl.clearColor(0.0, 0.0, 0.0, 1.0); // Black background
        gl.clear(gl.COLOR_BUFFER_BIT);
        gl.viewport(0, 0, canvas.width, canvas.height);
        gl.drawArrays(gl.TRIANGLES, 0, 3);

    </script>
</body>
</html>
### Explanation: - This code creates a full-page canvas and initializes a WebGL context. - It defines the vertices for a triangle in normalized device coordinates. - Vertex and fragment shaders are created to handle the rendering of the triangle. - The triangle is drawn in red color on a black background. ### To Run the Code: 1. Copy the code above into a text editor. 2. Save the file with a `.html` extension (e.g., `triangle.html`). 3. Open the file in a web browser that supports WebGL (most modern browsers do). You should see a red triangle in the center of the 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>
    <style>
        body {
            margin: 0;
            overflow: hidden;
        }
        canvas {
            display: block; /* Removes the margin around the canvas */
        }
    </style>
</head>
<body>
    <canvas id="webgl-canvas"></canvas>
    <script>
        // Get the canvas element and set its size
        const canvas = document.getElementById('webgl-canvas');
        canvas.width = window.innerWidth;
        canvas.height = window.innerHeight;

        // Initialize WebGL
        const gl = canvas.getContext('webgl');
        if (!gl) {
            console.error('WebGL not supported, falling back on experimental-webgl');
            gl = canvas.getContext('experimental-webgl');
        }
        if (!gl) {
            alert('Your browser does not support WebGL');
        }

        // Define the vertices for a triangle
        const vertices = new Float32Array([
            0.0,  0.5,  // Vertex 1 (X, Y)
           -0.5, -0.5,  // Vertex 2 (X, Y)
            0.5, -0.5   // Vertex 3 (X, Y)
        ]);

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

        // Vertex Shader
        const vertexShaderSource = `
            attribute vec2 coordinates;
            void main(void) {
                gl_Position = vec4(coordinates, 0.0, 1.0);
            }
        `;

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

        // Compile Shader
        function compileShader(source, type) {
            const shader = gl.createShader(type);
            gl.shaderSource(shader, source);
            gl.compileShader(shader);
            const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
            if (!success) {
                console.error(gl.getShaderInfoLog(shader));
                gl.deleteShader(shader);
                return null;
            }
            return shader;
        }

        const vertexShader = compileShader(vertexShaderSource, gl.VERTEX_SHADER);
        const fragmentShader = compileShader(fragmentShaderSource, gl.FRAGMENT_SHADER);

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

        // Bind the buffer and get the attribute location
        gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
        const coordinates = gl.getAttribLocation(shaderProgram, "coordinates");
        gl.vertexAttribPointer(coordinates, 2, gl.FLOAT, false, 0, 0);
        gl.enableVertexAttribArray(coordinates);

        // Clear the canvas and draw the triangle
        gl.clearColor(0.0, 0.0, 0.0, 1.0); // Black background
        gl.clear(gl.COLOR_BUFFER_BIT);
        gl.viewport(0, 0, canvas.width, canvas.height);
        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: b''

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

cannot identify image file <_io.BytesIO object at 0x7f0ba574f0e0>

LLM Generation

Query

Does this answer say that there is a picture of a triangle "cannot identify image file <_io.BytesIO object at 0x7f0ba574f0e0>"? 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

To draw a triangle using WebGL in a single HTML file and make the canvas take the full page, you can use the following code. This code sets up a basic WebGL context, defines a triangle, and renders it to a canvas that fills the entire browser window.

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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 {
            margin: 0;
            overflow: hidden;
        }
        canvas {
            display: block;
        }
    </style>
</head>
<body>
<canvas id="webgl-canvas"></canvas>
<script>
    const canvas = document.getElementById('webgl-canvas');
    const gl = canvas.getContext('webgl');

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

    // Define the vertices of the triangle
    const vertices = new Float32Array([
        0.0,  0.5,  // Vertex 1 (X, Y)
       -0.5, -0.5,  // Vertex 2 (X, Y)
        0.5, -0.5   // Vertex 3 (X, Y)
    ]);

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

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

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

    // Compile shader
    function compileShader(source, type) {
        const shader = gl.createShader(type);
        gl.shaderSource(shader, source);
        gl.compileShader(shader);
        if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
            console.error('Error compiling shader:', gl.getShaderInfoLog(shader));
            gl.deleteShader(shader);
            return null;
        }
        return shader;
    }

    const vertexShader = compileShader(vertexShaderSource, gl.VERTEX_SHADER);
    const fragmentShader = compileShader(fragmentShaderSource, gl.FRAGMENT_SHADER);

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

    // Associate the shader program with the vertex buffer
    const coordinates = gl.getAttribLocation(shaderProgram, 'coordinates');
    gl.vertexAttribPointer(coordinates, 2, gl.FLOAT, false, 0, 0);
    gl.enableVertexAttribArray(coordinates);

    // Clear the canvas and draw the triangle
    gl.clearColor(0.0, 0.0, 0.0, 1.0); // Black background
    gl.clear(gl.COLOR_BUFFER_BIT);
    gl.viewport(0, 0, canvas.width, canvas.height);
    gl.drawArrays(gl.TRIANGLES, 0, 3);
</script>
</body>
</html>
### Explanation: - The HTML structure includes a `<canvas>` element that will be used for drawing. - The CSS styles ensure that the body has no margins and that the canvas occupies the entire screen. - The JavaScript code initializes the WebGL context, creates a triangle with three vertices, and sets up vertex and fragment shaders. - The shaders define how the vertices are processed and how the triangle is colored (in this case, red). - Finally, the WebGL context is cleared, and the triangle is drawn. You can simply copy this code into an HTML file and open it in a web browser that supports WebGL to see the triangle rendered.

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 {
            margin: 0;
            overflow: hidden;
        }
        canvas {
            display: block;
        }
    </style>
</head>
<body>
<canvas id="webgl-canvas"></canvas>
<script>
    const canvas = document.getElementById('webgl-canvas');
    const gl = canvas.getContext('webgl');

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

    // Define the vertices of the triangle
    const vertices = new Float32Array([
        0.0,  0.5,  // Vertex 1 (X, Y)
       -0.5, -0.5,  // Vertex 2 (X, Y)
        0.5, -0.5   // Vertex 3 (X, Y)
    ]);

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

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

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

    // Compile shader
    function compileShader(source, type) {
        const shader = gl.createShader(type);
        gl.shaderSource(shader, source);
        gl.compileShader(shader);
        if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
            console.error('Error compiling shader:', gl.getShaderInfoLog(shader));
            gl.deleteShader(shader);
            return null;
        }
        return shader;
    }

    const vertexShader = compileShader(vertexShaderSource, gl.VERTEX_SHADER);
    const fragmentShader = compileShader(fragmentShaderSource, gl.FRAGMENT_SHADER);

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

    // Associate the shader program with the vertex buffer
    const coordinates = gl.getAttribLocation(shaderProgram, 'coordinates');
    gl.vertexAttribPointer(coordinates, 2, gl.FLOAT, false, 0, 0);
    gl.enableVertexAttribArray(coordinates);

    // Clear the canvas and draw the triangle
    gl.clearColor(0.0, 0.0, 0.0, 1.0); // Black background
    gl.clear(gl.COLOR_BUFFER_BIT);
    gl.viewport(0, 0, canvas.width, canvas.height);
    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: b''

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

cannot identify image file <_io.BytesIO object at 0x7fc1dcad2360>

LLM Generation

Query

Does this answer say that there is a picture of a triangle "cannot identify image file <_io.BytesIO object at 0x7fc1dcad2360>"? 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