Initial Query

Draw an image of a house with a chimney using WebGL in a single HTML file. Make the canvas take the full page.

LLM Generation

Query

Draw an image of a house with a chimney using WebGL in a single HTML file. Make the canvas take the full page.

Output

# WebGL House with Chimney Here's a complete HTML file that draws a house with a chimney using WebGL, with the canvas taking the full page:

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

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

        if (!gl) {
            alert('WebGL not supported in your browser!');
            throw new Error('WebGL not supported');
        }

        // Resize canvas to match 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();

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

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

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

        function createProgram(gl, vertexShader, fragmentShader) {
            const program = gl.createProgram();
            gl.attachShader(program, vertexShader);
            gl.attachShader(program, fragmentShader);
            gl.linkProgram(program);
            
            if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
                console.error('Program linking error:', gl.getProgramInfoLog(program));
                return null;
            }
            
            return program;
        }

        const vertexShader = createShader(gl, gl.VERTEX_SHADER, vsSource);
        const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fsSource);
        const program = createProgram(gl, vertexShader, fragmentShader);

        // Define house geometry
        // Using normalized device coordinates (-1 to 1 for both x and y)
        const vertices = [
            // House main body (square) - brown
            -0.5, -0.5, 0.6, 0.4, 0.2, 1.0,  // bottom left
             0.5, -0.5, 0.6, 0.4, 0.2, 1.0,  // bottom right
             0.5,  0.3, 0.6, 0.4, 0.2, 1.0,  // top right
            
            -0.5, -0.5, 0.6, 0.4, 0.2, 1.0,  // bottom left
             0.5,  0.3, 0.6, 0.4, 0.2, 1.0,  // top right
            -0.5,  0.3, 0.6, 0.4, 0.2, 1.0,  // top left
            
            // Roof (triangle) - red
            -0.6,  0.3, 0.8, 0.2, 0.2, 1.0,  // bottom left
             0.6,  0.3, 0.8, 0.2, 0.2, 1.0,  // bottom right
             0.0,  0.7, 0.8, 0.2, 0.2, 1.0,  // top
            
            // Chimney (rectangle) - dark gray
             0.3,  0.3, 0.3, 0.3, 0.3, 1.0,  // bottom left
             0.5,  0.3, 0.3, 0.3, 0.3, 1.0,  // bottom right
             0.5,  0.6, 0.3, 0.3, 0.3, 1.0,  // top right
            
             0.3,  0.3, 0.3, 0.3, 0.3, 1.0,  // bottom left
             0.5,  0.6, 0.3, 0.3, 0.3, 1.0,  // top right
             0.3,  0.6, 0.3, 0.3, 0.3, 1.0,  // top left
            
            // Door (rectangle) - dark brown
            -0.1, -0.5, 0.4, 0.2, 0.1, 1.0,  // bottom left
             0.1, -0.5, 0.4, 0.2, 0.1, 1.0,  // bottom right
             0.1, -0.1, 0.4, 0.2, 0.1, 1.0,  // top right
            
            -0.1, -0.5, 0.4, 0.2, 0.1, 1.0,  // bottom left
             0.1, -0.1, 0.4, 0.2, 0.1, 1.0,  // top right
            -0.1, -0.1, 0.4, 0.2, 0.1, 1.0,  // top left
            
            // Window 1 (rectangle) - light blue
            -0.4, -0.1, 0.6, 0.8, 1.0, 1.0,  // bottom left
            -0.2, -0.1, 0.6, 0.8, 1.0, 1.0,  // bottom right
            -0.2,  0.1, 0.6, 0.8, 1.0, 1.0,  // top right
            
            -0.4, -0.1, 0.6, 0.8, 1.0, 1.0,  // bottom left
            -0.2,  0.1, 0.6, 0.8, 1.0, 1.0,  // top right
            -0.4,  0.1, 0.6, 0.8, 1.0, 1.0,  // top left
            
            // Window 2 (rectangle) - light blue
             0.2, -0.1, 0.6, 0.8, 1.0, 1.0,  // bottom left
             0.4, -0.1, 0.6, 0.8, 1.0, 1.0,  // bottom right
             0.4,  0.1, 0.6, 0.8, 1.0, 1.0,  // top right
            
             0.2, -0.1, 0.6, 0.8, 1.0, 1.0,  // bottom left
             0.4,  0.1, 0.6, 0.8, 1.0, 1.0,  // top right
             0.2,  0.1, 0.6, 0.8, 1.0, 1.0   // top left
        ];

        // Create buffer and load vertex data
        const vertexBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);

        // Get attribute locations
        const positionAttributeLocation = gl.getAttribLocation(program, 'aPosition');
        const colorAttributeLocation = gl.getAttribLocation(program, 'aColor');

        // Set up attribute pointers
        gl.vertexAttribPointer(
            positionAttributeLocation,
            2,          // 2 components per vertex (x, y)
            gl.FLOAT,   // data type
            false,      // don't normalize
            6 * Float32Array.BYTES_PER_ELEMENT, // stride (6 values per vertex)
            0           // offset
        );
        gl.enableVertexAttribArray(positionAttributeLocation);

        gl.vertexAttribPointer(
            colorAttributeLocation,
            4,          // 4 components per color (r, g, b, a)
            gl.FLOAT,   // data type
            false,      // don't normalize
            6 * Float32Array.BYTES_PER_ELEMENT, // stride (6 values per vertex)
            2 * Float32Array.BYTES_PER_ELEMENT  // offset (skip 2 position values)
        );
        gl.enableVertexAttribArray(colorAttributeLocation);

        // Draw the scene
        function drawScene() {
            // Clear the canvas
            gl.clearColor(0.8, 0.9, 1.0, 1.0);  // Light blue sky background
            gl.clear(gl.COLOR_BUFFER_BIT);
            
            // Use the shader program
            gl.useProgram(program);
            
            // Draw the house
            gl.drawArrays(gl.TRIANGLES, 0, vertices.length / 6);
            
            // Request animation frame for continuous rendering
            requestAnimationFrame(drawScene);
        }

        // Start the rendering loop
        drawScene();
    </script>
</body>
</html>
## What the Code Does This WebGL application creates a simple 2D house with: - A brown rectangular main body - A red triangular roof - A dark gray rectangular chimney - A dark brown door - Two light blue windows The canvas automatically resizes to fill the entire browser window, and the house is drawn in the center of the screen using WebGL's normalized device coordinates. To view this house, just save the code as an HTML file and open it in any modern browser that supports WebGL.

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 House with Chimney</title>
    <style>
        body {
            margin: 0;
            overflow: hidden;
        }
        canvas {
            display: block;
            width: 100vw;
            height: 100vh;
        }
    </style>
</head>
<body>
    <canvas id="glCanvas"></canvas>

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

        if (!gl) {
            alert('WebGL not supported in your browser!');
            throw new Error('WebGL not supported');
        }

        // Resize canvas to match 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();

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

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

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

        function createProgram(gl, vertexShader, fragmentShader) {
            const program = gl.createProgram();
            gl.attachShader(program, vertexShader);
            gl.attachShader(program, fragmentShader);
            gl.linkProgram(program);
            
            if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
                console.error('Program linking error:', gl.getProgramInfoLog(program));
                return null;
            }
            
            return program;
        }

        const vertexShader = createShader(gl, gl.VERTEX_SHADER, vsSource);
        const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fsSource);
        const program = createProgram(gl, vertexShader, fragmentShader);

        // Define house geometry
        // Using normalized device coordinates (-1 to 1 for both x and y)
        const vertices = [
            // House main body (square) - brown
            -0.5, -0.5, 0.6, 0.4, 0.2, 1.0,  // bottom left
             0.5, -0.5, 0.6, 0.4, 0.2, 1.0,  // bottom right
             0.5,  0.3, 0.6, 0.4, 0.2, 1.0,  // top right
            
            -0.5, -0.5, 0.6, 0.4, 0.2, 1.0,  // bottom left
             0.5,  0.3, 0.6, 0.4, 0.2, 1.0,  // top right
            -0.5,  0.3, 0.6, 0.4, 0.2, 1.0,  // top left
            
            // Roof (triangle) - red
            -0.6,  0.3, 0.8, 0.2, 0.2, 1.0,  // bottom left
             0.6,  0.3, 0.8, 0.2, 0.2, 1.0,  // bottom right
             0.0,  0.7, 0.8, 0.2, 0.2, 1.0,  // top
            
            // Chimney (rectangle) - dark gray
             0.3,  0.3, 0.3, 0.3, 0.3, 1.0,  // bottom left
             0.5,  0.3, 0.3, 0.3, 0.3, 1.0,  // bottom right
             0.5,  0.6, 0.3, 0.3, 0.3, 1.0,  // top right
            
             0.3,  0.3, 0.3, 0.3, 0.3, 1.0,  // bottom left
             0.5,  0.6, 0.3, 0.3, 0.3, 1.0,  // top right
             0.3,  0.6, 0.3, 0.3, 0.3, 1.0,  // top left
            
            // Door (rectangle) - dark brown
            -0.1, -0.5, 0.4, 0.2, 0.1, 1.0,  // bottom left
             0.1, -0.5, 0.4, 0.2, 0.1, 1.0,  // bottom right
             0.1, -0.1, 0.4, 0.2, 0.1, 1.0,  // top right
            
            -0.1, -0.5, 0.4, 0.2, 0.1, 1.0,  // bottom left
             0.1, -0.1, 0.4, 0.2, 0.1, 1.0,  // top right
            -0.1, -0.1, 0.4, 0.2, 0.1, 1.0,  // top left
            
            // Window 1 (rectangle) - light blue
            -0.4, -0.1, 0.6, 0.8, 1.0, 1.0,  // bottom left
            -0.2, -0.1, 0.6, 0.8, 1.0, 1.0,  // bottom right
            -0.2,  0.1, 0.6, 0.8, 1.0, 1.0,  // top right
            
            -0.4, -0.1, 0.6, 0.8, 1.0, 1.0,  // bottom left
            -0.2,  0.1, 0.6, 0.8, 1.0, 1.0,  // top right
            -0.4,  0.1, 0.6, 0.8, 1.0, 1.0,  // top left
            
            // Window 2 (rectangle) - light blue
             0.2, -0.1, 0.6, 0.8, 1.0, 1.0,  // bottom left
             0.4, -0.1, 0.6, 0.8, 1.0, 1.0,  // bottom right
             0.4,  0.1, 0.6, 0.8, 1.0, 1.0,  // top right
            
             0.2, -0.1, 0.6, 0.8, 1.0, 1.0,  // bottom left
             0.4,  0.1, 0.6, 0.8, 1.0, 1.0,  // top right
             0.2,  0.1, 0.6, 0.8, 1.0, 1.0   // top left
        ];

        // Create buffer and load vertex data
        const vertexBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);

        // Get attribute locations
        const positionAttributeLocation = gl.getAttribLocation(program, 'aPosition');
        const colorAttributeLocation = gl.getAttribLocation(program, 'aColor');

        // Set up attribute pointers
        gl.vertexAttribPointer(
            positionAttributeLocation,
            2,          // 2 components per vertex (x, y)
            gl.FLOAT,   // data type
            false,      // don't normalize
            6 * Float32Array.BYTES_PER_ELEMENT, // stride (6 values per vertex)
            0           // offset
        );
        gl.enableVertexAttribArray(positionAttributeLocation);

        gl.vertexAttribPointer(
            colorAttributeLocation,
            4,          // 4 components per color (r, g, b, a)
            gl.FLOAT,   // data type
            false,      // don't normalize
            6 * Float32Array.BYTES_PER_ELEMENT, // stride (6 values per vertex)
            2 * Float32Array.BYTES_PER_ELEMENT  // offset (skip 2 position values)
        );
        gl.enableVertexAttribArray(colorAttributeLocation);

        // Draw the scene
        function drawScene() {
            // Clear the canvas
            gl.clearColor(0.8, 0.9, 1.0, 1.0);  // Light blue sky background
            gl.clear(gl.COLOR_BUFFER_BIT);
            
            // Use the shader program
            gl.useProgram(program);
            
            // Draw the house
            gl.drawArrays(gl.TRIANGLES, 0, vertices.length / 6);
            
            // Request animation frame for continuous rendering
            requestAnimationFrame(drawScene);
        }

        // Start the rendering loop
        drawScene();
    </script>
</body>
</html>

Check if all of the following conditions are true:

HTML Render

Rendering the webpage gives the following image:

LLM Generation

Query

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

Output

The image depicts a simple, stylized house. It has a brown square base with two light blue square windows and a dark brown rectangular door. The roof is a red triangle, and there is a gray rectangular chimney on the right side of the roof. The background is a light blue color.

LLM Generation

Query

Does this answer say that there is a picture of a house with a chimney "The image depicts a simple, stylized house. It has a brown square base with two light blue square windows and a dark brown rectangular door. The roof is a red triangle, and there is a gray rectangular chimney on the right side of the roof. The background is a light blue color."? Answer "Yes it does" or "No it does not".

Output

Yes it does.

Substring Evaluation

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

Check this condition is not true:

Substring Evaluation

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

Final Answer: True

Final Answer: True

Initial Query

Draw an image of a house with a chimney using WebGL in a single HTML file. Make the canvas take the full page.

LLM Generation

Query

Draw an image of a house with a chimney using WebGL in a single HTML file. Make the canvas take the full page.

Output

# WebGL House with Chimney Here's a complete HTML file that draws a house with a chimney using WebGL. The canvas will take up the full page:

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<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>WebGL House with Chimney</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>
        window.onload = function() {
            const canvas = document.getElementById('glCanvas');
            // Make canvas match window size
            canvas.width = window.innerWidth;
            canvas.height = window.innerHeight;
            
            // Initialize WebGL context
            const gl = canvas.getContext('webgl');
            if (!gl) {
                alert('WebGL not supported in your browser!');
                return;
            }
            
            // Vertex shader program
            const vsSource = `
                attribute vec4 aVertexPosition;
                attribute vec4 aVertexColor;
                
                uniform mat4 uModelViewMatrix;
                uniform mat4 uProjectionMatrix;
                
                varying lowp vec4 vColor;
                
                void main() {
                    gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition;
                    vColor = aVertexColor;
                }
            `;
            
            // Fragment shader program
            const fsSource = `
                precision mediump float;
                varying lowp vec4 vColor;
                
                void main() {
                    gl_FragColor = vColor;
                }
            `;
            
            // Create shader program
            const shaderProgram = initShaderProgram(gl, vsSource, fsSource);
            
            // Collect shader program info
            const programInfo = {
                program: shaderProgram,
                attribLocations: {
                    vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'),
                    vertexColor: gl.getAttribLocation(shaderProgram, 'aVertexColor'),
                },
                uniformLocations: {
                    projectionMatrix: gl.getUniformLocation(shaderProgram, 'uProjectionMatrix'),
                    modelViewMatrix: gl.getUniformLocation(shaderProgram, 'uModelViewMatrix'),
                },
            };
            
            // Initialize buffers with house geometry
            const buffers = initBuffers(gl);
            
            // Draw the scene
            drawScene(gl, programInfo, buffers);
            
            // Handle window resize
            window.addEventListener('resize', function() {
                canvas.width = window.innerWidth;
                canvas.height = window.innerHeight;
                gl.viewport(0, 0, canvas.width, canvas.height);
                drawScene(gl, programInfo, buffers);
            });
        };
        
        // Initialize shader program
        function initShaderProgram(gl, vsSource, fsSource) {
            const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
            const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
            
            // Create the shader program
            const shaderProgram = gl.createProgram();
            gl.attachShader(shaderProgram, vertexShader);
            gl.attachShader(shaderProgram, fragmentShader);
            gl.linkProgram(shaderProgram);
            
            // Check if creation succeeded
            if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
                console.error('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram));
                return null;
            }
            
            return shaderProgram;
        }
        
        // Create a shader of given type
        function loadShader(gl, type, source) {
            const shader = gl.createShader(type);
            gl.shaderSource(shader, source);
            gl.compileShader(shader);
            
            // Check if compilation succeeded
            if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
                console.error('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader));
                gl.deleteShader(shader);
                return null;
            }
            
            return shader;
        }
        
        // Initialize buffers for the house
        function initBuffers(gl) {
            // Create position buffer
            const positionBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
            
            // Define house geometry vertices
            const positions = [
                // Main house (wall)
                -0.5, -0.3,  0.0,  // Bottom left
                 0.5, -0.3,  0.0,  // Bottom right
                 0.5,  0.3,  0.0,  // Top right
                -0.5,  0.3,  0.0,  // Top left
                
                // Roof (triangle)
                -0.6,  0.3,  0.0,  // Left
                 0.6,  0.3,  0.0,  // Right
                 0.0,  0.7,  0.0,  // Top
                
                // Chimney
                 0.3,  0.3,  0.0,  // Bottom left
                 0.45, 0.3,  0.0,  // Bottom right
                 0.45, 0.6,  0.0,  // Top right
                 0.3,  0.6,  0.0,  // Top left
                
                // Door
                -0.15, -0.3, 0.0,  // Bottom left
                 0.15, -0.3, 0.0,  // Bottom right
                 0.15, 0.05, 0.0,  // Top right
                -0.15, 0.05, 0.0,  // Top left
                
                // Left window
                -0.35, 0.0,  0.0,
                -0.15, 0.0,  0.0,
                -0.15, 0.2,  0.0,
                -0.35, 0.2,  0.0,
                
                // Right window
                 0.15, 0.0,  0.0,
                 0.35, 0.0,  0.0,
                 0.35, 0.2,  0.0,
                 0.15, 0.2,  0.0,
            ];
            
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
            
            // Color buffer
            const colorBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
            
            const colors = [
                // House wall - beige
                0.95, 0.87, 0.73, 1.0,
                0.95, 0.87, 0.73, 1.0,
                0.95, 0.87, 0.73, 1.0,
                0.95, 0.87, 0.73, 1.0,
                
                // Roof - reddish
                0.8, 0.3, 0.3, 1.0,
                0.8, 0.3, 0.3, 1.0,
                0.8, 0.3, 0.3, 1.0,
                
                // Chimney - brick red
                0.6, 0.2, 0.2, 1.0,
                0.6, 0.2, 0.2, 1.0,
                0.6, 0.2, 0.2, 1.0,
                0.6, 0.2, 0.2, 1.0,
                
                // Door - brown
                0.55, 0.27, 0.07, 1.0,
                0.55, 0.27, 0.07, 1.0,
                0.55, 0.27, 0.07, 1.0,
                0.55, 0.27, 0.07, 1.0,
                
                // Left window - light blue
                0.7, 0.9, 1.0, 1.0,
                0.7, 0.9, 1.0, 1.0,
                0.7, 0.9, 1.0, 1.0,
                0.7, 0.9, 1.0, 1.0,
                
                // Right window - light blue
                0.7, 0.9, 1.0, 1.0,
                0.7, 0.9, 1.0, 1.0,
                0.7, 0.9, 1.0, 1.0,
                0.7, 0.9, 1.0, 1.0,
            ];
            
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
            
            // Element array buffer for indexed drawing
            const indexBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
            
            const indices = [
                0, 1, 2,     0, 2, 3,    // House wall (two triangles)
                4, 5, 6,                 // Roof (one triangle)
                7, 8, 9,     7, 9, 10,   // Chimney
                11, 12, 13,  11, 13, 14, // Door
                15, 16, 17,  15, 17, 18, // Left window
                19, 20, 21,  19, 21, 22, // Right window
            ];
            
            gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
            
            return {
                position: positionBuffer,
                color: colorBuffer,
                indices: indexBuffer,
                vertexCount: indices.length,
            };
        }
        
        // Draw the scene
        function drawScene(gl, programInfo, buffers) {
            // Set clear color (sky blue)
            gl.clearColor(0.53, 0.81, 0.98, 1.0);
            gl.clearDepth(1.0);
            gl.enable(gl.DEPTH_TEST);
            gl.depthFunc(gl.LEQUAL);
            
            // Clear canvas
            gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
            
            // Set viewport
            gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
            
            // Create ortho projection matrix
            const projectionMatrix = mat4.create();
            const aspect = gl.canvas.width / gl.canvas.height;
            
            // Use orthographic projection for 2D view
            mat4.ortho(projectionMatrix, -aspect, aspect, -1.0, 1.0, 0.1, 100.0);
            
            // Set the drawing position
            const modelViewMatrix = mat4.create();
            
            // Move back a bit to view whole scene
            mat4.translate(modelViewMatrix, modelViewMatrix, [0.0, 0.0, -3.0]);
            
            // Bind position buffer
            {
                gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position);
                gl.vertexAttribPointer(
                    programInfo.attribLocations.vertexPosition,
                    3,          // numComponents
                    gl.FLOAT,   // type
                    false,      // normalize
                    0,          // stride
                    0           // offset
                );
                gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition);
            }
            
            // Bind color buffer
            {
                gl.bindBuffer(gl.ARRAY_BUFFER, buffers.color);
                gl.vertexAttribPointer(
                    programInfo.attribLocations.vertexColor,
                    4,          // numComponents
                    gl.FLOAT,   // type
                    false,      // normalize
                    0,          // stride
                    0           // offset
                );
                gl.enableVertexAttribArray(programInfo.attribLocations.vertexColor);
            }
            
            // Bind element array buffer
            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffers.indices);
            
            // Use the program
            gl.useProgram(programInfo.program);
            
            // Set uniforms
            gl.uniformMatrix4fv(
                programInfo.uniformLocations.projectionMatrix,
                false,
                projectionMatrix
            );
            gl.uniformMatrix4fv(
                programInfo.uniformLocations.modelViewMatrix,
                false,
                modelViewMatrix
            );
            
            // Draw the elements
            gl.drawElements(
                gl.TRIANGLES,
                buffers.vertexCount,
                gl.UNSIGNED_SHORT,
                0
            );
        }
        
        // Simple mat4 library (since we don't load glMatrix)
        const mat4 = {
            create: function() {
                return new Float32Array([
                    1, 0, 0, 0,
                    0, 1, 0, 0,
                    0, 0, 1, 0,
                    0, 0, 0, 1
                ]);
            },
            
            translate: function(out, a, v) {
                const x = v[0], y = v[1], z = v[2];
                
                out[12] = a[0] * x + a[4] * y + a[8] * z + a[12];
                out[13] =

Extract Code

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<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>WebGL House with Chimney</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>
        window.onload = function() {
            const canvas = document.getElementById('glCanvas');
            // Make canvas match window size
            canvas.width = window.innerWidth;
            canvas.height = window.innerHeight;
            
            // Initialize WebGL context
            const gl = canvas.getContext('webgl');
            if (!gl) {
                alert('WebGL not supported in your browser!');
                return;
            }
            
            // Vertex shader program
            const vsSource = `
                attribute vec4 aVertexPosition;
                attribute vec4 aVertexColor;
                
                uniform mat4 uModelViewMatrix;
                uniform mat4 uProjectionMatrix;
                
                varying lowp vec4 vColor;
                
                void main() {
                    gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition;
                    vColor = aVertexColor;
                }
            `;
            
            // Fragment shader program
            const fsSource = `
                precision mediump float;
                varying lowp vec4 vColor;
                
                void main() {
                    gl_FragColor = vColor;
                }
            `;
            
            // Create shader program
            const shaderProgram = initShaderProgram(gl, vsSource, fsSource);
            
            // Collect shader program info
            const programInfo = {
                program: shaderProgram,
                attribLocations: {
                    vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'),
                    vertexColor: gl.getAttribLocation(shaderProgram, 'aVertexColor'),
                },
                uniformLocations: {
                    projectionMatrix: gl.getUniformLocation(shaderProgram, 'uProjectionMatrix'),
                    modelViewMatrix: gl.getUniformLocation(shaderProgram, 'uModelViewMatrix'),
                },
            };
            
            // Initialize buffers with house geometry
            const buffers = initBuffers(gl);
            
            // Draw the scene
            drawScene(gl, programInfo, buffers);
            
            // Handle window resize
            window.addEventListener('resize', function() {
                canvas.width = window.innerWidth;
                canvas.height = window.innerHeight;
                gl.viewport(0, 0, canvas.width, canvas.height);
                drawScene(gl, programInfo, buffers);
            });
        };
        
        // Initialize shader program
        function initShaderProgram(gl, vsSource, fsSource) {
            const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
            const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
            
            // Create the shader program
            const shaderProgram = gl.createProgram();
            gl.attachShader(shaderProgram, vertexShader);
            gl.attachShader(shaderProgram, fragmentShader);
            gl.linkProgram(shaderProgram);
            
            // Check if creation succeeded
            if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
                console.error('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram));
                return null;
            }
            
            return shaderProgram;
        }
        
        // Create a shader of given type
        function loadShader(gl, type, source) {
            const shader = gl.createShader(type);
            gl.shaderSource(shader, source);
            gl.compileShader(shader);
            
            // Check if compilation succeeded
            if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
                console.error('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader));
                gl.deleteShader(shader);
                return null;
            }
            
            return shader;
        }
        
        // Initialize buffers for the house
        function initBuffers(gl) {
            // Create position buffer
            const positionBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
            
            // Define house geometry vertices
            const positions = [
                // Main house (wall)
                -0.5, -0.3,  0.0,  // Bottom left
                 0.5, -0.3,  0.0,  // Bottom right
                 0.5,  0.3,  0.0,  // Top right
                -0.5,  0.3,  0.0,  // Top left
                
                // Roof (triangle)
                -0.6,  0.3,  0.0,  // Left
                 0.6,  0.3,  0.0,  // Right
                 0.0,  0.7,  0.0,  // Top
                
                // Chimney
                 0.3,  0.3,  0.0,  // Bottom left
                 0.45, 0.3,  0.0,  // Bottom right
                 0.45, 0.6,  0.0,  // Top right
                 0.3,  0.6,  0.0,  // Top left
                
                // Door
                -0.15, -0.3, 0.0,  // Bottom left
                 0.15, -0.3, 0.0,  // Bottom right
                 0.15, 0.05, 0.0,  // Top right
                -0.15, 0.05, 0.0,  // Top left
                
                // Left window
                -0.35, 0.0,  0.0,
                -0.15, 0.0,  0.0,
                -0.15, 0.2,  0.0,
                -0.35, 0.2,  0.0,
                
                // Right window
                 0.15, 0.0,  0.0,
                 0.35, 0.0,  0.0,
                 0.35, 0.2,  0.0,
                 0.15, 0.2,  0.0,
            ];
            
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
            
            // Color buffer
            const colorBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
            
            const colors = [
                // House wall - beige
                0.95, 0.87, 0.73, 1.0,
                0.95, 0.87, 0.73, 1.0,
                0.95, 0.87, 0.73, 1.0,
                0.95, 0.87, 0.73, 1.0,
                
                // Roof - reddish
                0.8, 0.3, 0.3, 1.0,
                0.8, 0.3, 0.3, 1.0,
                0.8, 0.3, 0.3, 1.0,
                
                // Chimney - brick red
                0.6, 0.2, 0.2, 1.0,
                0.6, 0.2, 0.2, 1.0,
                0.6, 0.2, 0.2, 1.0,
                0.6, 0.2, 0.2, 1.0,
                
                // Door - brown
                0.55, 0.27, 0.07, 1.0,
                0.55, 0.27, 0.07, 1.0,
                0.55, 0.27, 0.07, 1.0,
                0.55, 0.27, 0.07, 1.0,
                
                // Left window - light blue
                0.7, 0.9, 1.0, 1.0,
                0.7, 0.9, 1.0, 1.0,
                0.7, 0.9, 1.0, 1.0,
                0.7, 0.9, 1.0, 1.0,
                
                // Right window - light blue
                0.7, 0.9, 1.0, 1.0,
                0.7, 0.9, 1.0, 1.0,
                0.7, 0.9, 1.0, 1.0,
                0.7, 0.9, 1.0, 1.0,
            ];
            
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
            
            // Element array buffer for indexed drawing
            const indexBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
            
            const indices = [
                0, 1, 2,     0, 2, 3,    // House wall (two triangles)
                4, 5, 6,                 // Roof (one triangle)
                7, 8, 9,     7, 9, 10,   // Chimney
                11, 12, 13,  11, 13, 14, // Door
                15, 16, 17,  15, 17, 18, // Left window
                19, 20, 21,  19, 21, 22, // Right window
            ];
            
            gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
            
            return {
                position: positionBuffer,
                color: colorBuffer,
                indices: indexBuffer,
                vertexCount: indices.length,
            };
        }
        
        // Draw the scene
        function drawScene(gl, programInfo, buffers) {
            // Set clear color (sky blue)
            gl.clearColor(0.53, 0.81, 0.98, 1.0);
            gl.clearDepth(1.0);
            gl.enable(gl.DEPTH_TEST);
            gl.depthFunc(gl.LEQUAL);
            
            // Clear canvas
            gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
            
            // Set viewport
            gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
            
            // Create ortho projection matrix
            const projectionMatrix = mat4.create();
            const aspect = gl.canvas.width / gl.canvas.height;
            
            // Use orthographic projection for 2D view
            mat4.ortho(projectionMatrix, -aspect, aspect, -1.0, 1.0, 0.1, 100.0);
            
            // Set the drawing position
            const modelViewMatrix = mat4.create();
            
            // Move back a bit to view whole scene
            mat4.translate(modelViewMatrix, modelViewMatrix, [0.0, 0.0, -3.0]);
            
            // Bind position buffer
            {
                gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position);
                gl.vertexAttribPointer(
                    programInfo.attribLocations.vertexPosition,
                    3,          // numComponents
                    gl.FLOAT,   // type
                    false,      // normalize
                    0,          // stride
                    0           // offset
                );
                gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition);
            }
            
            // Bind color buffer
            {
                gl.bindBuffer(gl.ARRAY_BUFFER, buffers.color);
                gl.vertexAttribPointer(
                    programInfo.attribLocations.vertexColor,
                    4,          // numComponents
                    gl.FLOAT,   // type
                    false,      // normalize
                    0,          // stride
                    0           // offset
                );
                gl.enableVertexAttribArray(programInfo.attribLocations.vertexColor);
            }
            
            // Bind element array buffer
            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffers.indices);
            
            // Use the program
            gl.useProgram(programInfo.program);
            
            // Set uniforms
            gl.uniformMatrix4fv(
                programInfo.uniformLocations.projectionMatrix,
                false,
                projectionMatrix
            );
            gl.uniformMatrix4fv(
                programInfo.uniformLocations.modelViewMatrix,
                false,
                modelViewMatrix
            );
            
            // Draw the elements
            gl.drawElements(
                gl.TRIANGLES,
                buffers.vertexCount,
                gl.UNSIGNED_SHORT,
                0
            );
        }
        
        // Simple mat4 library (since we don't load glMatrix)
        const mat4 = {
            create: function() {
                return new Float32Array([
                    1, 0, 0, 0,
                    0, 1, 0, 0,
                    0, 0, 1, 0,
                    0, 0, 0, 1
                ]);
            },
            
            translate: function(out, a, v) {
                const x = v[0], y = v[1], z = v[2];
                
                out[12] = a[0] * x + a[4] * y + a[8] * z + a[12];
                out[13] = a[1] * x + a[5] * y + a[9] * z + a[13];
                out[14] = a[2] * x + a[6] * y + a[10] * z + a[14];
                out[15] = a[3] * x + a[7] * y + a[11] * z + a[15];
                
                return out;
            },
            
            ortho: function(out, left, right, bottom, top, near, far) {
                const lr = 1 / (left - right);
                const bt = 1 / (bottom - top);
                const nf = 1 / (near - far);
                
                out[0] = -2 * lr;
                out[1] = 0;
                out[2] = 0;
                out[3] = 0;
                
                out[4] = 0;
                out[5] = -2 * bt;
                out[6] = 0;
                out[7] = 0;
                
                out[8] = 0;
                out[9] = 0;
                out[10] = 2 * nf;
                out[11] = 0;
                
                out[12] = (left + right) * lr;
                out[13] = (top + bottom) * bt;
                out[14] = (far + near) * nf;
                out[15] = 1;
                
                return out;
            }
        };
    </script>
</body>
</html>

Check if all of the following conditions are true:

HTML Render

Rendering the webpage gives the following image: 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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 depicts a simple, stylized house. It has a beige rectangular base with two light blue squares representing windows. The roof is a red triangle, and there is a brown rectangle in the center, likely representing a door. Additionally, there is a red rectangle on the roof, which could be a chimney. The background is a solid light blue color.

LLM Generation

Query

Does this answer say that there is a picture of a house with a chimney "The image depicts a simple, stylized house. It has a beige rectangular base with two light blue squares representing windows. The roof is a red triangle, and there is a brown rectangle in the center, likely representing a door. Additionally, there is a red rectangle on the roof, which could be a chimney. The background is a solid light blue color."? Answer "Yes it does" or "No it does not".

Output

Yes it does.

Substring Evaluation

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

Check this condition is not true:

Substring Evaluation

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

Final Answer: True

Final Answer: True