Draw an image of a house with a chimney using WebGL in a single HTML file. Make the canvas take the full page.
Draw an image of a house with a chimney using WebGL in a single HTML file. Make the canvas take the full page.
Here's a complete HTML file that uses WebGL to draw a simple house with a chimney, with the canvas filling the entire page:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 | <!DOCTYPE html> <html> <head> <title>WebGL House</title> <style> body { margin: 0; overflow: hidden; } canvas { width: 100vw; height: 100vh; display: block; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> const vertexShaderSource = ` attribute vec4 aPosition; attribute vec4 aColor; varying vec4 vColor; void main() { gl_Position = aPosition; vColor = aColor; } `; const fragmentShaderSource = ` precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor; } `; function createShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); return shader; } function initWebGL() { const canvas = document.querySelector("#glCanvas"); const gl = canvas.getContext("webgl"); if (!gl) { alert("WebGL not supported"); return; } // Set canvas size function resizeCanvas() { canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); } resizeCanvas(); window.addEventListener('resize', resizeCanvas); // Create and compile shaders const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource); // Create program const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); // Define vertices for the house (including chimney) const vertices = new Float32Array([ // House main body (rectangle) -0.5, -0.5, // Bottom left 0.5, -0.5, // Bottom right 0.5, 0.2, // Top right -0.5, 0.2, // Top left // Roof (triangle) -0.6, 0.2, // Left 0.0, 0.7, // Top 0.6, 0.2, // Right // Chimney (rectangle) 0.2, 0.3, // Bottom left 0.3, 0.3, // Bottom right 0.3, 0.6, // Top right 0.2, 0.6 // Top left ]); // Define colors const colors = new Float32Array([ // House main body (brown) 0.6, 0.4, 0.2, 1.0, 0.6, 0.4, 0.2, 1.0, 0.6, 0.4, 0.2, 1.0, 0.6, 0.4, 0.2, 1.0, // Roof (red) 0.8, 0.2, 0.2, 1.0, 0.8, 0.2, 0.2, 1.0, 0.8, 0.2, 0.2, 1.0, // Chimney (gray) 0.5, 0.5, 0.5, 1.0, 0.5, 0.5, 0.5, 1.0, 0.5, 0.5, 0.5, 1.0, 0.5, 0.5, 0.5, 1.0 ]); // Create and bind vertex buffer const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); const aPosition = gl.getAttribLocation(program, 'aPosition'); gl.vertexAttribPointer(aPosition, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(aPosition); // Create and bind color buffer const colorBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer); gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW); const aColor = gl.getAttribLocation(program, 'aColor'); gl.vertexAttribPointer(aColor, 4, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(aColor); // Clear canvas gl.clearColor(0.9, 0.9, 1.0, 1.0); // Light blue background gl.clear(gl.COLOR_BUFFER_BIT); // Draw house main body gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // Draw roof gl.drawArrays(gl.TRIANGLES, 4, 3); // Draw chimney gl.drawArrays(gl.TRIANGLE_FAN, 7, 4); } window.onload = initWebGL; </script> </body> </html> |
I extracted the following code from that output:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 | <!DOCTYPE html> <html> <head> <title>WebGL House</title> <style> body { margin: 0; overflow: hidden; } canvas { width: 100vw; height: 100vh; display: block; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> const vertexShaderSource = ` attribute vec4 aPosition; attribute vec4 aColor; varying vec4 vColor; void main() { gl_Position = aPosition; vColor = aColor; } `; const fragmentShaderSource = ` precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor; } `; function createShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); return shader; } function initWebGL() { const canvas = document.querySelector("#glCanvas"); const gl = canvas.getContext("webgl"); if (!gl) { alert("WebGL not supported"); return; } // Set canvas size function resizeCanvas() { canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); } resizeCanvas(); window.addEventListener('resize', resizeCanvas); // Create and compile shaders const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource); // Create program const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); // Define vertices for the house (including chimney) const vertices = new Float32Array([ // House main body (rectangle) -0.5, -0.5, // Bottom left 0.5, -0.5, // Bottom right 0.5, 0.2, // Top right -0.5, 0.2, // Top left // Roof (triangle) -0.6, 0.2, // Left 0.0, 0.7, // Top 0.6, 0.2, // Right // Chimney (rectangle) 0.2, 0.3, // Bottom left 0.3, 0.3, // Bottom right 0.3, 0.6, // Top right 0.2, 0.6 // Top left ]); // Define colors const colors = new Float32Array([ // House main body (brown) 0.6, 0.4, 0.2, 1.0, 0.6, 0.4, 0.2, 1.0, 0.6, 0.4, 0.2, 1.0, 0.6, 0.4, 0.2, 1.0, // Roof (red) 0.8, 0.2, 0.2, 1.0, 0.8, 0.2, 0.2, 1.0, 0.8, 0.2, 0.2, 1.0, // Chimney (gray) 0.5, 0.5, 0.5, 1.0, 0.5, 0.5, 0.5, 1.0, 0.5, 0.5, 0.5, 1.0, 0.5, 0.5, 0.5, 1.0 ]); // Create and bind vertex buffer const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); const aPosition = gl.getAttribLocation(program, 'aPosition'); gl.vertexAttribPointer(aPosition, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(aPosition); // Create and bind color buffer const colorBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer); gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW); const aColor = gl.getAttribLocation(program, 'aColor'); gl.vertexAttribPointer(aColor, 4, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(aColor); // Clear canvas gl.clearColor(0.9, 0.9, 1.0, 1.0); // Light blue background gl.clear(gl.COLOR_BUFFER_BIT); // Draw house main body gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // Draw roof gl.drawArrays(gl.TRIANGLES, 4, 3); // Draw chimney gl.drawArrays(gl.TRIANGLE_FAN, 7, 4); } window.onload = initWebGL; </script> </body> </html> |
Rendering the webpage gives the following image:
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?
The image shows a simple drawing of a house. It has a brown rectangular base and a red triangular roof. There is also a gray rectangle on the roof, which resembles a chimney. The background is a light grayish-blue color.
Does this answer say that there is a picture of a house with a chimney "The image shows a simple drawing of a house. It has a brown rectangular base and a red triangular roof. There is also a gray rectangle on the roof, which resembles a chimney. The background is a light grayish-blue color."? Answer "Yes it does" or "No it does not".
Yes it does.
Testing if the previous output contains the string es it does
: True
Testing if the previous output contains the string THREE.
: False
Draw an image of a house with a chimney using WebGL in a single HTML file. Make the canvas take the full page.
Draw an image of a house with a chimney using WebGL in a single HTML file. Make the canvas take the full page.
Here's a simple HTML file that uses WebGL to draw a basic house with a chimney, making the canvas fill the entire page:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 | <!DOCTYPE html> <html> <head> <title>WebGL House with Chimney</title> <style> body { margin: 0; overflow: hidden; } canvas { width: 100vw; height: 100vh; display: block; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> const vertexShaderSource = ` attribute vec4 position; void main() { gl_Position = position; } `; const fragmentShaderSource = ` precision mediump float; uniform vec4 color; void main() { gl_FragColor = color; } `; function createShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); return shader; } function createProgram(gl, vertexShader, fragmentShader) { const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); return program; } function main() { const canvas = document.querySelector("#glCanvas"); const gl = canvas.getContext("webgl"); if (!gl) { alert("WebGL not supported"); return; } // Set canvas size canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); // Create shaders const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource); const program = createProgram(gl, vertexShader, fragmentShader); gl.useProgram(program); // House body vertices const houseVertices = new Float32Array([ // House body (rectangle) -0.3, -0.3, 0.3, -0.3, 0.3, 0.2, -0.3, 0.2, // Roof (triangle) -0.4, 0.2, 0.4, 0.2, 0.0, 0.6, // Chimney (rectangle) 0.1, 0.3, 0.2, 0.3, 0.2, 0.5, 0.1, 0.5 ]); const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.bufferData(gl.ARRAY_BUFFER, houseVertices, gl.STATIC_DRAW); const positionAttributeLocation = gl.getAttribLocation(program, "position"); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); const colorLocation = gl.getUniformLocation(program, "color"); // Clear canvas gl.clearColor(0.9, 0.9, 1.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); // Draw house body gl.uniform4fv(colorLocation, [0.8, 0.6, 0.4, 1.0]); gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // Draw roof gl.uniform4fv(colorLocation, [0.7, 0.3, 0.3, 1.0]); gl.drawArrays(gl.TRIANGLES, 4, 3); // Draw chimney gl.uniform4fv(colorLocation, [0.6, 0.4, 0.4, 1.0]); gl.drawArrays(gl.TRIANGLE_FAN, 7, 4); } // Handle window resize window.addEventListener('resize', function() { const canvas = document.querySelector("#glCanvas"); canvas.width = window.innerWidth; canvas.height = window.innerHeight; const gl = canvas.getContext("webgl"); gl.viewport(0, 0, canvas.width, canvas.height); main(); }); main(); </script> </body> </html> |
I extracted the following code from that output:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 | <!DOCTYPE html> <html> <head> <title>WebGL House with Chimney</title> <style> body { margin: 0; overflow: hidden; } canvas { width: 100vw; height: 100vh; display: block; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> const vertexShaderSource = ` attribute vec4 position; void main() { gl_Position = position; } `; const fragmentShaderSource = ` precision mediump float; uniform vec4 color; void main() { gl_FragColor = color; } `; function createShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); return shader; } function createProgram(gl, vertexShader, fragmentShader) { const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); return program; } function main() { const canvas = document.querySelector("#glCanvas"); const gl = canvas.getContext("webgl"); if (!gl) { alert("WebGL not supported"); return; } // Set canvas size canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); // Create shaders const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource); const program = createProgram(gl, vertexShader, fragmentShader); gl.useProgram(program); // House body vertices const houseVertices = new Float32Array([ // House body (rectangle) -0.3, -0.3, 0.3, -0.3, 0.3, 0.2, -0.3, 0.2, // Roof (triangle) -0.4, 0.2, 0.4, 0.2, 0.0, 0.6, // Chimney (rectangle) 0.1, 0.3, 0.2, 0.3, 0.2, 0.5, 0.1, 0.5 ]); const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.bufferData(gl.ARRAY_BUFFER, houseVertices, gl.STATIC_DRAW); const positionAttributeLocation = gl.getAttribLocation(program, "position"); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); const colorLocation = gl.getUniformLocation(program, "color"); // Clear canvas gl.clearColor(0.9, 0.9, 1.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); // Draw house body gl.uniform4fv(colorLocation, [0.8, 0.6, 0.4, 1.0]); gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // Draw roof gl.uniform4fv(colorLocation, [0.7, 0.3, 0.3, 1.0]); gl.drawArrays(gl.TRIANGLES, 4, 3); // Draw chimney gl.uniform4fv(colorLocation, [0.6, 0.4, 0.4, 1.0]); gl.drawArrays(gl.TRIANGLE_FAN, 7, 4); } // Handle window resize window.addEventListener('resize', function() { const canvas = document.querySelector("#glCanvas"); canvas.width = window.innerWidth; canvas.height = window.innerHeight; const gl = canvas.getContext("webgl"); gl.viewport(0, 0, canvas.width, canvas.height); main(); }); main(); </script> </body> </html> |
Rendering the webpage gives the following image:
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?
The image shows a simple drawing of a house. It has a brown square base representing the walls and a red triangular roof. There is also a small rectangular chimney on the roof. The background is a light gray color.
Does this answer say that there is a picture of a house with a chimney "The image shows a simple drawing of a house. It has a brown square base representing the walls and a red triangular roof. There is also a small rectangular chimney on the roof. The background is a light gray color."? Answer "Yes it does" or "No it does not".
Yes it does.
Testing if the previous output contains the string es it does
: True
Testing if the previous output contains the string THREE.
: False
Draw an image of a house with a chimney using WebGL in a single HTML file. Make the canvas take the full page.
Draw an image of a house with a chimney using WebGL in a single HTML file. Make the canvas take the full page.
Here's a complete HTML file that uses WebGL to draw a simple house with a chimney on a full-page canvas:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 | <!DOCTYPE html> <html> <head> <title>WebGL House with Chimney</title> <style> * { margin: 0; padding: 0; } canvas { width: 100vw; height: 100vh; display: block; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> const vertexShaderSource = ` attribute vec4 aPosition; void main() { gl_Position = aPosition; } `; const fragmentShaderSource = ` precision mediump float; uniform vec4 uColor; void main() { gl_FragColor = uColor; } `; function createShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); return shader; } function initShaderProgram(gl, vsSource, fsSource) { const vertexShader = createShader(gl, gl.VERTEX_SHADER, vsSource); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fsSource); const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); return program; } function main() { const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); if (!gl) { alert('WebGL not available'); return; } // Set canvas size function resizeCanvas() { canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); } resizeCanvas(); window.addEventListener('resize', resizeCanvas); // Create shader program const shaderProgram = initShaderProgram(gl, vertexShaderSource, fragmentShaderSource); gl.useProgram(shaderProgram); // House walls vertices const houseVertices = new Float32Array([ -0.5, -0.5, // bottom left 0.5, -0.5, // bottom right 0.5, 0.2, // top right -0.5, 0.2, // top left ]); // Roof vertices const roofVertices = new Float32Array([ -0.6, 0.2, // bottom left 0.6, 0.2, // bottom right 0.0, 0.7, // top ]); // Chimney vertices const chimneyVertices = new Float32Array([ 0.2, 0.3, // bottom left 0.3, 0.3, // bottom right 0.3, 0.6, // top right 0.2, 0.6, // top left ]); // Create and bind buffer const positionBuffer = gl.createBuffer(); const positionAttributeLocation = gl.getAttribLocation(shaderProgram, 'aPosition'); const colorUniformLocation = gl.getUniformLocation(shaderProgram, 'uColor'); gl.enable(gl.DEPTH_TEST); gl.clearColor(0.8, 0.8, 1.0, 1.0); // Light blue background gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); // Draw house walls gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.bufferData(gl.ARRAY_BUFFER, houseVertices, gl.STATIC_DRAW); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); gl.uniform4fv(colorUniformLocation, [0.8, 0.7, 0.6, 1.0]); // Beige color gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // Draw roof gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.bufferData(gl.ARRAY_BUFFER, roofVertices, gl.STATIC_DRAW); gl.uniform4fv(colorUniformLocation, [0.7, 0.3, 0.2, 1.0]); // Red-brown color gl.drawArrays(gl.TRIANGLES, 0, 3); // Draw chimney gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.bufferData(gl.ARRAY_BUFFER, chimneyVertices, gl.STATIC_DRAW); gl.uniform4fv(colorUniformLocation, [0.5, 0.5, 0.5, 1.0]); // Gray color gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); } window.onload = main; </script> </body> </html> |
I extracted the following code from that output:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 | <!DOCTYPE html> <html> <head> <title>WebGL House with Chimney</title> <style> * { margin: 0; padding: 0; } canvas { width: 100vw; height: 100vh; display: block; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> const vertexShaderSource = ` attribute vec4 aPosition; void main() { gl_Position = aPosition; } `; const fragmentShaderSource = ` precision mediump float; uniform vec4 uColor; void main() { gl_FragColor = uColor; } `; function createShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); return shader; } function initShaderProgram(gl, vsSource, fsSource) { const vertexShader = createShader(gl, gl.VERTEX_SHADER, vsSource); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fsSource); const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); return program; } function main() { const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); if (!gl) { alert('WebGL not available'); return; } // Set canvas size function resizeCanvas() { canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); } resizeCanvas(); window.addEventListener('resize', resizeCanvas); // Create shader program const shaderProgram = initShaderProgram(gl, vertexShaderSource, fragmentShaderSource); gl.useProgram(shaderProgram); // House walls vertices const houseVertices = new Float32Array([ -0.5, -0.5, // bottom left 0.5, -0.5, // bottom right 0.5, 0.2, // top right -0.5, 0.2, // top left ]); // Roof vertices const roofVertices = new Float32Array([ -0.6, 0.2, // bottom left 0.6, 0.2, // bottom right 0.0, 0.7, // top ]); // Chimney vertices const chimneyVertices = new Float32Array([ 0.2, 0.3, // bottom left 0.3, 0.3, // bottom right 0.3, 0.6, // top right 0.2, 0.6, // top left ]); // Create and bind buffer const positionBuffer = gl.createBuffer(); const positionAttributeLocation = gl.getAttribLocation(shaderProgram, 'aPosition'); const colorUniformLocation = gl.getUniformLocation(shaderProgram, 'uColor'); gl.enable(gl.DEPTH_TEST); gl.clearColor(0.8, 0.8, 1.0, 1.0); // Light blue background gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); // Draw house walls gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.bufferData(gl.ARRAY_BUFFER, houseVertices, gl.STATIC_DRAW); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); gl.uniform4fv(colorUniformLocation, [0.8, 0.7, 0.6, 1.0]); // Beige color gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // Draw roof gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.bufferData(gl.ARRAY_BUFFER, roofVertices, gl.STATIC_DRAW); gl.uniform4fv(colorUniformLocation, [0.7, 0.3, 0.2, 1.0]); // Red-brown color gl.drawArrays(gl.TRIANGLES, 0, 3); // Draw chimney gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.bufferData(gl.ARRAY_BUFFER, chimneyVertices, gl.STATIC_DRAW); gl.uniform4fv(colorUniformLocation, [0.5, 0.5, 0.5, 1.0]); // Gray color gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); } window.onload = main; </script> </body> </html> |
Rendering the webpage gives the following image:
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?
The image depicts a simple drawing of a house. It has a brown triangular roof and a beige rectangular body. There is also a small gray rectangle on the roof, which resembles a chimney. The background is a light purple color.
Does this answer say that there is a picture of a house with a chimney "The image depicts a simple drawing of a house. It has a brown triangular roof and a beige rectangular body. There is also a small gray rectangle on the roof, which resembles a chimney. The background is a light purple color."? Answer "Yes it does" or "No it does not".
Yes it does.
Testing if the previous output contains the string es it does
: True
Testing if the previous output contains the string THREE.
: False
Draw an image of a house with a chimney using WebGL in a single HTML file. Make the canvas take the full page.
Draw an image of a house with a chimney using WebGL in a single HTML file. Make the canvas take the full page.
Here's a complete HTML file that draws a simple house with a chimney using WebGL. The canvas will take up the full page:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 | <!DOCTYPE html> <html> <head> <title>WebGL House</title> <style> body, html { margin: 0; padding: 0; width: 100%; height: 100%; overflow: hidden; } canvas { display: block; width: 100%; height: 100%; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> const vertexShaderSource = ` attribute vec4 aPosition; void main() { gl_Position = aPosition; } `; const fragmentShaderSource = ` precision mediump float; uniform vec4 uColor; void main() { gl_FragColor = uColor; } `; function createShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); return shader; } function createProgram(gl, vertexShader, fragmentShader) { const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); return program; } function main() { const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); if (!gl) { alert('WebGL not supported'); return; } // Set canvas size const resizeCanvas = () => { canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); }; window.addEventListener('resize', resizeCanvas); resizeCanvas(); // Create shaders and program const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource); const program = createProgram(gl, vertexShader, fragmentShader); gl.useProgram(program); // Get attribute and uniform locations const positionAttributeLocation = gl.getAttribLocation(program, 'aPosition'); const colorUniformLocation = gl.getUniformLocation(program, 'uColor'); // Create buffer for house walls const wallsBuffer = gl.createBuffer(); const wallsVertices = new Float32Array([ // House main body (rectangle) -0.5, -0.5, 0.5, -0.5, 0.5, 0.2, -0.5, 0.2, ]); // Create buffer for roof const roofBuffer = gl.createBuffer(); const roofVertices = new Float32Array([ // Roof (triangle) -0.6, 0.2, 0.6, 0.2, 0.0, 0.7, ]); // Create buffer for chimney const chimneyBuffer = gl.createBuffer(); const chimneyVertices = new Float32Array([ // Chimney (rectangle) 0.2, 0.3, 0.3, 0.3, 0.3, 0.6, 0.2, 0.6, ]); // Clear canvas gl.clearColor(0.8, 0.8, 1.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); // Draw house walls gl.bindBuffer(gl.ARRAY_BUFFER, wallsBuffer); gl.bufferData(gl.ARRAY_BUFFER, wallsVertices, gl.STATIC_DRAW); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); gl.uniform4fv(colorUniformLocation, [0.8, 0.8, 0.7, 1]); // Beige color gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // Draw roof gl.bindBuffer(gl.ARRAY_BUFFER, roofBuffer); gl.bufferData(gl.ARRAY_BUFFER, roofVertices, gl.STATIC_DRAW); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); gl.uniform4fv(colorUniformLocation, [0.8, 0.3, 0.3, 1]); // Red color gl.drawArrays(gl.TRIANGLE_FAN, 0, 3); // Draw chimney gl.bindBuffer(gl.ARRAY_BUFFER, chimneyBuffer); gl.bufferData(gl.ARRAY_BUFFER, chimneyVertices, gl.STATIC_DRAW); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); gl.uniform4fv(colorUniformLocation, [0.6, 0.3, 0.3, 1]); // Dark red color gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); } window.onload = main; </script> </body> </html> |
I extracted the following code from that output:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 | <!DOCTYPE html> <html> <head> <title>WebGL House</title> <style> body, html { margin: 0; padding: 0; width: 100%; height: 100%; overflow: hidden; } canvas { display: block; width: 100%; height: 100%; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> const vertexShaderSource = ` attribute vec4 aPosition; void main() { gl_Position = aPosition; } `; const fragmentShaderSource = ` precision mediump float; uniform vec4 uColor; void main() { gl_FragColor = uColor; } `; function createShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); return shader; } function createProgram(gl, vertexShader, fragmentShader) { const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); return program; } function main() { const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); if (!gl) { alert('WebGL not supported'); return; } // Set canvas size const resizeCanvas = () => { canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); }; window.addEventListener('resize', resizeCanvas); resizeCanvas(); // Create shaders and program const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource); const program = createProgram(gl, vertexShader, fragmentShader); gl.useProgram(program); // Get attribute and uniform locations const positionAttributeLocation = gl.getAttribLocation(program, 'aPosition'); const colorUniformLocation = gl.getUniformLocation(program, 'uColor'); // Create buffer for house walls const wallsBuffer = gl.createBuffer(); const wallsVertices = new Float32Array([ // House main body (rectangle) -0.5, -0.5, 0.5, -0.5, 0.5, 0.2, -0.5, 0.2, ]); // Create buffer for roof const roofBuffer = gl.createBuffer(); const roofVertices = new Float32Array([ // Roof (triangle) -0.6, 0.2, 0.6, 0.2, 0.0, 0.7, ]); // Create buffer for chimney const chimneyBuffer = gl.createBuffer(); const chimneyVertices = new Float32Array([ // Chimney (rectangle) 0.2, 0.3, 0.3, 0.3, 0.3, 0.6, 0.2, 0.6, ]); // Clear canvas gl.clearColor(0.8, 0.8, 1.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); // Draw house walls gl.bindBuffer(gl.ARRAY_BUFFER, wallsBuffer); gl.bufferData(gl.ARRAY_BUFFER, wallsVertices, gl.STATIC_DRAW); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); gl.uniform4fv(colorUniformLocation, [0.8, 0.8, 0.7, 1]); // Beige color gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // Draw roof gl.bindBuffer(gl.ARRAY_BUFFER, roofBuffer); gl.bufferData(gl.ARRAY_BUFFER, roofVertices, gl.STATIC_DRAW); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); gl.uniform4fv(colorUniformLocation, [0.8, 0.3, 0.3, 1]); // Red color gl.drawArrays(gl.TRIANGLE_FAN, 0, 3); // Draw chimney gl.bindBuffer(gl.ARRAY_BUFFER, chimneyBuffer); gl.bufferData(gl.ARRAY_BUFFER, chimneyVertices, gl.STATIC_DRAW); gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); gl.uniform4fv(colorUniformLocation, [0.6, 0.3, 0.3, 1]); // Dark red color gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); } window.onload = main; </script> </body> </html> |
Rendering the webpage gives the following image:
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?
The image shows a simple drawing of a house. It has a red triangular roof with a small rectangular chimney on the right side. The main body of the house is a light gray rectangle. The background is a light purple color.
Does this answer say that there is a picture of a house with a chimney "The image shows a simple drawing of a house. It has a red triangular roof with a small rectangular chimney on the right side. The main body of the house is a light gray rectangle. The background is a light purple color."? Answer "Yes it does" or "No it does not".
Yes it does.
Testing if the previous output contains the string es it does
: True
Testing if the previous output contains the string THREE.
: False
Draw an image of a house with a chimney using WebGL in a single HTML file. Make the canvas take the full page.
Draw an image of a house with a chimney using WebGL in a single HTML file. Make the canvas take the full page.
Here's a complete HTML file that draws a simple house with a chimney using WebGL. The canvas will take up the full page:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 | <!DOCTYPE html> <html> <head> <title>WebGL House</title> <style> body { margin: 0; overflow: hidden; } canvas { width: 100vw; height: 100vh; display: block; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> const vsSource = ` attribute vec4 aPosition; void main() { gl_Position = aPosition; } `; const fsSource = ` precision mediump float; uniform vec4 uColor; void main() { gl_FragColor = uColor; } `; function initShaderProgram(gl, vsSource, fsSource) { const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource); const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource); const shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { console.error('Unable to initialize shader program: ' + gl.getProgramInfoLog(shaderProgram)); return null; } return shaderProgram; } function loadShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { console.error('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader)); gl.deleteShader(shader); return null; } return shader; } function main() { const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); if (!gl) { console.error('Unable to initialize WebGL'); return; } // Set canvas size to window size function resizeCanvas() { canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); } window.addEventListener('resize', resizeCanvas); resizeCanvas(); const shaderProgram = initShaderProgram(gl, vsSource, fsSource); const programInfo = { program: shaderProgram, attribLocations: { position: gl.getAttribLocation(shaderProgram, 'aPosition'), }, uniformLocations: { color: gl.getUniformLocation(shaderProgram, 'uColor'), } }; // House body vertices const houseVertices = [ -0.5, -0.5, // bottom left 0.5, -0.5, // bottom right 0.5, 0.2, // top right -0.5, 0.2, // top left ]; // Roof vertices const roofVertices = [ -0.5, 0.2, // bottom left 0.5, 0.2, // bottom right 0.0, 0.7, // top ]; // Chimney vertices const chimneyVertices = [ 0.2, 0.3, // bottom left 0.3, 0.3, // bottom right 0.3, 0.8, // top right 0.2, 0.8, // top left ]; function drawShape(vertices, color) { const buffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, buffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); gl.useProgram(programInfo.program); gl.vertexAttribPointer(programInfo.attribLocations.position, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(programInfo.attribLocations.position); gl.uniform4fv(programInfo.uniformLocations.color, color); if (vertices.length === 6) { // Triangle (roof) gl.drawArrays(gl.TRIANGLES, 0, 3); } else { // Rectangle (house body and chimney) gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); } } // Clear canvas gl.clearColor(0.9, 0.9, 1.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); // Draw house components drawShape(houseVertices, [0.8, 0.6, 0.4, 1.0]); // House body (brown) drawShape(roofVertices, [0.8, 0.2, 0.2, 1.0]); // Roof (red) drawShape(chimneyVertices, [0.5, 0.5, 0.5, 1.0]); // Chimney (gray) } window.onload = main; </script> </body> </html> |
I extracted the following code from that output:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 | <!DOCTYPE html> <html> <head> <title>WebGL House</title> <style> body { margin: 0; overflow: hidden; } canvas { width: 100vw; height: 100vh; display: block; } </style> </head> <body> <canvas id="glCanvas"></canvas> <script> const vsSource = ` attribute vec4 aPosition; void main() { gl_Position = aPosition; } `; const fsSource = ` precision mediump float; uniform vec4 uColor; void main() { gl_FragColor = uColor; } `; function initShaderProgram(gl, vsSource, fsSource) { const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource); const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource); const shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { console.error('Unable to initialize shader program: ' + gl.getProgramInfoLog(shaderProgram)); return null; } return shaderProgram; } function loadShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { console.error('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader)); gl.deleteShader(shader); return null; } return shader; } function main() { const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl'); if (!gl) { console.error('Unable to initialize WebGL'); return; } // Set canvas size to window size function resizeCanvas() { canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); } window.addEventListener('resize', resizeCanvas); resizeCanvas(); const shaderProgram = initShaderProgram(gl, vsSource, fsSource); const programInfo = { program: shaderProgram, attribLocations: { position: gl.getAttribLocation(shaderProgram, 'aPosition'), }, uniformLocations: { color: gl.getUniformLocation(shaderProgram, 'uColor'), } }; // House body vertices const houseVertices = [ -0.5, -0.5, // bottom left 0.5, -0.5, // bottom right 0.5, 0.2, // top right -0.5, 0.2, // top left ]; // Roof vertices const roofVertices = [ -0.5, 0.2, // bottom left 0.5, 0.2, // bottom right 0.0, 0.7, // top ]; // Chimney vertices const chimneyVertices = [ 0.2, 0.3, // bottom left 0.3, 0.3, // bottom right 0.3, 0.8, // top right 0.2, 0.8, // top left ]; function drawShape(vertices, color) { const buffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, buffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); gl.useProgram(programInfo.program); gl.vertexAttribPointer(programInfo.attribLocations.position, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(programInfo.attribLocations.position); gl.uniform4fv(programInfo.uniformLocations.color, color); if (vertices.length === 6) { // Triangle (roof) gl.drawArrays(gl.TRIANGLES, 0, 3); } else { // Rectangle (house body and chimney) gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); } } // Clear canvas gl.clearColor(0.9, 0.9, 1.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); // Draw house components drawShape(houseVertices, [0.8, 0.6, 0.4, 1.0]); // House body (brown) drawShape(roofVertices, [0.8, 0.2, 0.2, 1.0]); // Roof (red) drawShape(chimneyVertices, [0.5, 0.5, 0.5, 1.0]); // Chimney (gray) } window.onload = main; </script> </body> </html> |
Rendering the webpage gives the following image:
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?
The image depicts a simple house-like shape. It consists of a brown rectangle as the base, topped with a red triangle representing the roof. There is also a gray rectangle on the right side of the roof, resembling a chimney. The background is a light grayish-blue color.
Does this answer say that there is a picture of a house with a chimney "The image depicts a simple house-like shape. It consists of a brown rectangle as the base, topped with a red triangle representing the roof. There is also a gray rectangle on the right side of the roof, resembling a chimney. The background is a light grayish-blue color."? Answer "Yes it does" or "No it does not".
Yes it does.
Testing if the previous output contains the string es it does
: True
Testing if the previous output contains the string THREE.
: False