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

Here's an HTML file that draws a house with a chimney using WebGL and makes the canvas take up the full page:

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

  <script>
    // Vertex shader source code
    const vertexShaderSource = `
      attribute vec4 a_position;
      void main() {
        gl_Position = a_position;
      }
    `;

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

    // Initialize WebGL context
    const canvas = document.getElementById('canvas');
    const gl = canvas.getContext('webgl');

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

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

    const program = gl.createProgram();
    gl.attachShader(program, vertexShader);
    gl.attachShader(program, fragmentShader);
    gl.linkProgram(program);
    gl.useProgram(program);

    // Set up vertex buffer
    const positions = [
      // House body
      -0.5, -0.5,
       0.5, -0.5,
       0.5,  0.5,
      -0.5,  0.5,

      // Roof
      -0.6,  0.5,
       0.6,  0.5,
       0.0,  0.8,

      // Chimney
       0.2,  0.6,
       0.4,  0.6,
       0.4,  0.9,
       0.2,  0.9
    ];

    const positionBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);

    const positionAttributeLocation = gl.getAttribLocation(program, 'a_position');
    gl.enableVertexAttribArray(positionAttributeLocation);
    gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);

    // Set up drawing
    gl.clearColor(0.0, 0.0, 0.0, 1.0);
    gl.clear(gl.COLOR_BUFFER_BIT);

    // Draw house body
    gl.uniform4f(gl.getUniformLocation(program, 'u_color'), 0.6, 0.4, 0.2, 1.0);
    gl.drawArrays(gl.TRIANGLE_FAN, 0, 4);

    // Draw roof
    gl.uniform4f(gl.getUniformLocation(program, 'u_color'), 0.8, 0.0, 0.0, 1.0);
    gl.drawArrays(gl.TRIANGLES, 4, 3);

    // Draw chimney
    gl.uniform4f(gl.getUniformLocation(program, 'u_color'), 0.4, 0.4, 0.4, 1.0);
    gl.drawArrays(gl.TRIANGLE_FAN, 7, 4);
  </script>
</body>
</html>
In this HTML file: 1. The `<style>` section sets the `body` and `html` elements to have no margin and padding, and hides any overflow. It also sets the `canvas` element to take up 100% width and height of the page. 2. The `<canvas>` element is where the WebGL drawing will be rendered. 3. In the `<script>` section: - The vertex shader and fragment shader source code are defined as strings. - The WebGL context is initialized using `canvas.getContext('webgl')`. - The shader program is created, compiled, and linked. - The vertex positions for the house body, roof, and chimney are defined in the `positions` array. - The vertex buffer is created and the position data is passed to the GPU. - The drawing is set up by clearing the canvas and setting the clear color. - The house body, roof, and chimney are drawn using `gl.drawArrays()` with different colors specified using `gl.uniform4f()`. When you open this HTML file in a web browser, it will display a canvas that takes up the full page, and a house with a chimney will be drawn using WebGL. Note: Make sure your browser supports WebGL for this code to work correctly.

Extract Code

I extracted the following code from that output:

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

  <script>
    // Vertex shader source code
    const vertexShaderSource = `
      attribute vec4 a_position;
      void main() {
        gl_Position = a_position;
      }
    `;

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

    // Initialize WebGL context
    const canvas = document.getElementById('canvas');
    const gl = canvas.getContext('webgl');

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

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

    const program = gl.createProgram();
    gl.attachShader(program, vertexShader);
    gl.attachShader(program, fragmentShader);
    gl.linkProgram(program);
    gl.useProgram(program);

    // Set up vertex buffer
    const positions = [
      // House body
      -0.5, -0.5,
       0.5, -0.5,
       0.5,  0.5,
      -0.5,  0.5,

      // Roof
      -0.6,  0.5,
       0.6,  0.5,
       0.0,  0.8,

      // Chimney
       0.2,  0.6,
       0.4,  0.6,
       0.4,  0.9,
       0.2,  0.9
    ];

    const positionBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);

    const positionAttributeLocation = gl.getAttribLocation(program, 'a_position');
    gl.enableVertexAttribArray(positionAttributeLocation);
    gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);

    // Set up drawing
    gl.clearColor(0.0, 0.0, 0.0, 1.0);
    gl.clear(gl.COLOR_BUFFER_BIT);

    // Draw house body
    gl.uniform4f(gl.getUniformLocation(program, 'u_color'), 0.6, 0.4, 0.2, 1.0);
    gl.drawArrays(gl.TRIANGLE_FAN, 0, 4);

    // Draw roof
    gl.uniform4f(gl.getUniformLocation(program, 'u_color'), 0.8, 0.0, 0.0, 1.0);
    gl.drawArrays(gl.TRIANGLES, 4, 3);

    // Draw chimney
    gl.uniform4f(gl.getUniformLocation(program, 'u_color'), 0.4, 0.4, 0.4, 1.0);
    gl.drawArrays(gl.TRIANGLE_FAN, 7, 4);
  </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 drwe what I wanted. Describe what is drawn in this image?

Output

The image appears to show a simple, abstract representation of a house or building. There is a brown rectangle that seems to represent the walls of the structure, topped with a red trapezoid that suggests a gabled roof. Above the roof, there is a smaller grey square, which could be interpreted as a chimney or vent. The shapes are flat and lack texture, indicating a basic or rudimentary rendering, possibly for a simple graphic or a placeholder in a more complex scene.

LLM Generation

Query

Does this answer say that there is a picture of a house with a chimney "The image appears to show a simple, abstract representation of a house or building. There is a brown rectangle that seems to represent the walls of the structure, topped with a red trapezoid that suggests a gabled roof. Above the roof, there is a smaller grey square, which could be interpreted as a chimney or vent. The shapes are flat and lack texture, indicating a basic or rudimentary rendering, possibly for a simple graphic or a placeholder in a more complex scene."? 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

Here's a single HTML file that draws an image of a house with a chimney using WebGL and makes the canvas take up the full page:

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

    <script>
        // Vertex shader source code
        const vertexShaderSource = `
            attribute vec4 a_position;
            void main() {
                gl_Position = a_position;
            }
        `;

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

        // Initialize WebGL
        const canvas = document.getElementById('webglCanvas');
        const gl = canvas.getContext('webgl');

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

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

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

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

        // Clear canvas
        gl.clearColor(0.8, 0.8, 0.8, 1.0);
        gl.clear(gl.COLOR_BUFFER_BIT);

        // Set up vertex data for the house
        const houseVertices = [
            -0.5, -0.5,
            0.5, -0.5,
            0.5, 0.5,
            -0.5, 0.5,
            -0.25, 0.5,
            0.25, 0.5,
            0.0, 0.8
        ];

        // Create buffer and bind vertex data
        const positionBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(houseVertices), gl.STATIC_DRAW);

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

        // Draw the house
        gl.useProgram(program);
        gl.drawArrays(gl.TRIANGLE_FAN, 0, 4);
        gl.drawArrays(gl.TRIANGLES, 4, 3);
    </script>
</body>
</html>
This code does the following: 1. The HTML file contains a `<canvas>` element where the WebGL graphics will be rendered. 2. The CSS styles make the canvas take up the full page by setting the `width` and `height` to 100% and removing any margins and padding. 3. The vertex shader and fragment shader source code are defined as strings. 4. WebGL is initialized by getting the WebGL context from the canvas. 5. The shaders are created, compiled, and attached to a WebGL program. 6. The viewport is set to match the canvas dimensions. 7. The canvas is cleared with a light gray color. 8. The vertex data for the house is defined as an array of coordinates. 9. A buffer is created, and the vertex data is bound to it. 10. The position attribute location is obtained, and the vertex data is passed to the shader. 11. The WebGL program is used, and the house is drawn using `gl.drawArrays()` with the appropriate primitive types (`TRIANGLE_FAN` for the main house shape and `TRIANGLES` for the chimney). When you open this HTML file in a web browser, you should see a black house with a chimney drawn on a light gray background, and the canvas will take up the full page.

Extract Code

I extracted the following code from that output:

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

    <script>
        // Vertex shader source code
        const vertexShaderSource = `
            attribute vec4 a_position;
            void main() {
                gl_Position = a_position;
            }
        `;

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

        // Initialize WebGL
        const canvas = document.getElementById('webglCanvas');
        const gl = canvas.getContext('webgl');

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

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

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

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

        // Clear canvas
        gl.clearColor(0.8, 0.8, 0.8, 1.0);
        gl.clear(gl.COLOR_BUFFER_BIT);

        // Set up vertex data for the house
        const houseVertices = [
            -0.5, -0.5,
            0.5, -0.5,
            0.5, 0.5,
            -0.5, 0.5,
            -0.25, 0.5,
            0.25, 0.5,
            0.0, 0.8
        ];

        // Create buffer and bind vertex data
        const positionBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(houseVertices), gl.STATIC_DRAW);

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

        // Draw the house
        gl.useProgram(program);
        gl.drawArrays(gl.TRIANGLE_FAN, 0, 4);
        gl.drawArrays(gl.TRIANGLES, 4, 3);
    </script>
</body>
</html>

Check if all of the following conditions are true:

HTML Render

Rendering the webpage gives the following image:

LLM Generation

Query

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

Output

The image shows a simple black shape against a grey background. The shape appears to be a polygon with five vertices: two at the base, two at the sides, and one at the top, creating a rough house-like or mountain-like silhouette. It's a symmetrical figure with the top vertex forming a peak, which could be interpreted as the roof of a house or the summit of a mountain, depending on the context. The base is horizontal and the sides are slanted, meeting at the peak. There are no other details or textures visible within the shape or the background.

LLM Generation

Query

Does this answer say that there is a picture of a house with a chimney "The image shows a simple black shape against a grey background. The shape appears to be a polygon with five vertices: two at the base, two at the sides, and one at the top, creating a rough house-like or mountain-like silhouette. It's a symmetrical figure with the top vertex forming a peak, which could be interpreted as the roof of a house or the summit of a mountain, depending on the context. The base is horizontal and the sides are slanted, meeting at the peak. There are no other details or textures visible within the shape or the background."? 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 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

Here's an example of drawing a house with a chimney using WebGL in a single HTML file, with the canvas taking up the full page:

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

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

    const vertexShaderSource = `
      attribute vec2 a_position;
      uniform mat4 u_matrix;
      void main() {
        gl_Position = u_matrix * vec4(a_position, 0, 1);
      }
    `;

    const fragmentShaderSource = `
      precision mediump float;
      uniform vec4 u_color;
      void main() {
        gl_FragColor = u_color;
      }
    `;

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

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

    const program = gl.createProgram();
    gl.attachShader(program, vertexShader);
    gl.attachShader(program, fragmentShader);
    gl.linkProgram(program);
    gl.useProgram(program);

    const positionAttributeLocation = gl.getAttribLocation(program, 'a_position');
    const matrixUniformLocation = gl.getUniformLocation(program, 'u_matrix');
    const colorUniformLocation = gl.getUniformLocation(program, 'u_color');

    const positionBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);

    const positions = [
      // House body
      -0.5, -0.5,
      0.5, -0.5,
      -0.5, 0.5,
      0.5, 0.5,
      // Roof
      -0.6, 0.5,
      0.6, 0.5,
      0.0, 0.8,
      // Chimney
      0.2, 0.6,
      0.4, 0.6,
      0.2, 0.9,
      0.4, 0.9,
    ];

    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);

    const resizeCanvas = () => {
      canvas.width = window.innerWidth;
      canvas.height = window.innerHeight;
      gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
    };

    const drawScene = () => {
      resizeCanvas();
      gl.clear(gl.COLOR_BUFFER_BIT);

      gl.enableVertexAttribArray(positionAttributeLocation);
      gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
      gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);

      const aspectRatio = gl.canvas.width / gl.canvas.height;
      const projectionMatrix = [
        2 / aspectRatio, 0, 0, 0,
        0, -2, 0, 0,
        0, 0, -1, 0,
        0, 0, 0, 1,
      ];
      gl.uniformMatrix4fv(matrixUniformLocation, false, projectionMatrix);

      // Draw house body
      gl.uniform4f(colorUniformLocation, 0.8, 0.6, 0.4, 1.0);
      gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);

      // Draw roof
      gl.uniform4f(colorUniformLocation, 0.6, 0.2, 0.2, 1.0);
      gl.drawArrays(gl.TRIANGLES, 4, 3);

      // Draw chimney
      gl.uniform4f(colorUniformLocation, 0.4, 0.4, 0.4, 1.0);
      gl.drawArrays(gl.TRIANGLE_STRIP, 7, 4);
    };

    window.addEventListener('resize', drawScene);
    drawScene();
  </script>
</body>
</html>
This HTML file includes the necessary WebGL code to draw a house with a chimney. The canvas is styled to take up the full page using CSS. In the JavaScript code: 1. We retrieve the canvas element and get the WebGL rendering context. 2. We define the vertex and fragment shader sources. 3. We compile the shaders and create the WebGL program. 4. We set up the position attribute and uniform locations. 5. We define the vertices for the house body, roof, and chimney. 6. We create a buffer and store the vertex data. 7. We define a `resizeCanvas` function to adjust the canvas size when the window is resized. 8. In the `drawScene` function: - We resize the canvas to match the window dimensions. - We clear the canvas. - We bind the position buffer and set up the attribute pointer. - We calculate the projection matrix based on the aspect ratio. - We draw the house body, roof, and chimney using different colors. 9. We add an event listener for the window `resize` event to redraw the scene when the window is resized. 10. We call `drawScene` to initially draw the house. When you open this HTML file in a web browser, you should see a house with a chimney drawn using WebGL, with the canvas taking up the full page.

Extract Code

I extracted the following code from that output:

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

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

    const vertexShaderSource = `
      attribute vec2 a_position;
      uniform mat4 u_matrix;
      void main() {
        gl_Position = u_matrix * vec4(a_position, 0, 1);
      }
    `;

    const fragmentShaderSource = `
      precision mediump float;
      uniform vec4 u_color;
      void main() {
        gl_FragColor = u_color;
      }
    `;

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

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

    const program = gl.createProgram();
    gl.attachShader(program, vertexShader);
    gl.attachShader(program, fragmentShader);
    gl.linkProgram(program);
    gl.useProgram(program);

    const positionAttributeLocation = gl.getAttribLocation(program, 'a_position');
    const matrixUniformLocation = gl.getUniformLocation(program, 'u_matrix');
    const colorUniformLocation = gl.getUniformLocation(program, 'u_color');

    const positionBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);

    const positions = [
      // House body
      -0.5, -0.5,
      0.5, -0.5,
      -0.5, 0.5,
      0.5, 0.5,
      // Roof
      -0.6, 0.5,
      0.6, 0.5,
      0.0, 0.8,
      // Chimney
      0.2, 0.6,
      0.4, 0.6,
      0.2, 0.9,
      0.4, 0.9,
    ];

    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);

    const resizeCanvas = () => {
      canvas.width = window.innerWidth;
      canvas.height = window.innerHeight;
      gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
    };

    const drawScene = () => {
      resizeCanvas();
      gl.clear(gl.COLOR_BUFFER_BIT);

      gl.enableVertexAttribArray(positionAttributeLocation);
      gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
      gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);

      const aspectRatio = gl.canvas.width / gl.canvas.height;
      const projectionMatrix = [
        2 / aspectRatio, 0, 0, 0,
        0, -2, 0, 0,
        0, 0, -1, 0,
        0, 0, 0, 1,
      ];
      gl.uniformMatrix4fv(matrixUniformLocation, false, projectionMatrix);

      // Draw house body
      gl.uniform4f(colorUniformLocation, 0.8, 0.6, 0.4, 1.0);
      gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);

      // Draw roof
      gl.uniform4f(colorUniformLocation, 0.6, 0.2, 0.2, 1.0);
      gl.drawArrays(gl.TRIANGLES, 4, 3);

      // Draw chimney
      gl.uniform4f(colorUniformLocation, 0.4, 0.4, 0.4, 1.0);
      gl.drawArrays(gl.TRIANGLE_STRIP, 7, 4);
    };

    window.addEventListener('resize', drawScene);
    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 drwe what I wanted. Describe what is drawn in this image?

Output

I'm sorry, but the image you've provided appears to be a solid color with no distinguishable features or drawings. It's just a plain orange background. If there was supposed to be something drawn with WebGL, it's not visible in this image.

LLM Generation

Query

Does this answer say that there is a picture of a house with a chimney "I'm sorry, but the image you've provided appears to be a solid color with no distinguishable features or drawings. It's just a plain orange background. If there was supposed to be something drawn with WebGL, it's not visible in this image."? 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 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

Here's an HTML file that draws a house with a chimney using WebGL and makes the canvas take up the full page:

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

  <script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.8.1/gl-matrix-min.js"></script>
  <script>
    const canvas = document.getElementById('canvas');
    const gl = canvas.getContext('webgl');

    const vertexShaderSource = `
      attribute vec4 a_position;
      uniform mat4 u_modelViewMatrix;
      uniform mat4 u_projectionMatrix;

      void main() {
        gl_Position = u_projectionMatrix * u_modelViewMatrix * a_position;
      }
    `;

    const fragmentShaderSource = `
      precision mediump float;

      uniform vec4 u_color;

      void main() {
        gl_FragColor = u_color;
      }
    `;

    function createShader(gl, type, source) {
      const shader = gl.createShader(type);
      gl.shaderSource(shader, source);
      gl.compileShader(shader);
      return shader;
    }

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

    const program = gl.createProgram();
    gl.attachShader(program, vertexShader);
    gl.attachShader(program, fragmentShader);
    gl.linkProgram(program);
    gl.useProgram(program);

    const positionAttributeLocation = gl.getAttribLocation(program, 'a_position');
    const modelViewMatrixUniformLocation = gl.getUniformLocation(program, 'u_modelViewMatrix');
    const projectionMatrixUniformLocation = gl.getUniformLocation(program, 'u_projectionMatrix');
    const colorUniformLocation = gl.getUniformLocation(program, 'u_color');

    const positionBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);

    const positions = [
      // House body
      -0.5, -0.5, 0,
       0.5, -0.5, 0,
       0.5,  0.5, 0,
      -0.5,  0.5, 0,

      // Roof
       0.0,  0.8, 0,
      -0.6,  0.5, 0,
       0.6,  0.5, 0,

      // Chimney
       0.2,  0.9, 0,
       0.2,  0.6, 0,
       0.4,  0.6, 0,
       0.4,  0.9, 0,
    ];

    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);

    gl.enableVertexAttribArray(positionAttributeLocation);
    gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 0, 0);

    function render() {
      gl.clear(gl.COLOR_BUFFER_BIT);

      const aspectRatio = canvas.clientWidth / canvas.clientHeight;
      const projectionMatrix = glMatrix.mat4.create();
      glMatrix.mat4.perspective(projectionMatrix, Math.PI / 4, aspectRatio, 0.1, 100.0);
      gl.uniformMatrix4fv(projectionMatrixUniformLocation, false, projectionMatrix);

      const modelViewMatrix = glMatrix.mat4.create();
      glMatrix.mat4.translate(modelViewMatrix, modelViewMatrix, [0, 0, -5]);
      gl.uniformMatrix4fv(modelViewMatrixUniformLocation, false, modelViewMatrix);

      // Draw house body
      gl.uniform4f(colorUniformLocation, 0.8, 0.6, 0.4, 1.0);
      gl.drawArrays(gl.TRIANGLE_FAN, 0, 4);

      // Draw roof
      gl.uniform4f(colorUniformLocation, 0.6, 0.4, 0.2, 1.0);
      gl.drawArrays(gl.TRIANGLES, 4, 3);

      // Draw chimney
      gl.uniform4f(colorUniformLocation, 0.4, 0.4, 0.4, 1.0);
      gl.drawArrays(gl.TRIANGLE_FAN, 7, 4);
    }

    function onResize() {
      canvas.width = window.innerWidth;
      canvas.height = window.innerHeight;
      gl.viewport(0, 0, canvas.width, canvas.height);
      render();
    }

    window.addEventListener('resize', onResize);
    onResize();
  </script>
</body>
</html>
This HTML file does the following: 1. It sets up the HTML structure with a canvas element that takes up the full page using CSS styles. 2. It includes the `gl-matrix` library from a CDN for matrix calculations. 3. It defines the vertex shader and fragment shader sources. 4. It creates the WebGL program, attaches the shaders, and links the program. 5. It defines the vertex positions for the house body, roof, and chimney and buffers the data. 6. In the `render` function, it clears the canvas, sets up the projection and model-view matrices, and draws the house body, roof, and chimney using different colors. 7. The `onResize` function is called whenever the window is resized, updating the canvas size and viewport, and triggering a re-render. 8. Finally, it adds an event listener for the `'resize'` event and calls `onResize` initially to set up the canvas and render the house. When you open this HTML file in a web browser, it will display a canvas that takes up the full page and renders a house with a chimney using WebGL.

Extract Code

I extracted the following code from that output:

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

  <script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.8.1/gl-matrix-min.js"></script>
  <script>
    const canvas = document.getElementById('canvas');
    const gl = canvas.getContext('webgl');

    const vertexShaderSource = `
      attribute vec4 a_position;
      uniform mat4 u_modelViewMatrix;
      uniform mat4 u_projectionMatrix;

      void main() {
        gl_Position = u_projectionMatrix * u_modelViewMatrix * a_position;
      }
    `;

    const fragmentShaderSource = `
      precision mediump float;

      uniform vec4 u_color;

      void main() {
        gl_FragColor = u_color;
      }
    `;

    function createShader(gl, type, source) {
      const shader = gl.createShader(type);
      gl.shaderSource(shader, source);
      gl.compileShader(shader);
      return shader;
    }

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

    const program = gl.createProgram();
    gl.attachShader(program, vertexShader);
    gl.attachShader(program, fragmentShader);
    gl.linkProgram(program);
    gl.useProgram(program);

    const positionAttributeLocation = gl.getAttribLocation(program, 'a_position');
    const modelViewMatrixUniformLocation = gl.getUniformLocation(program, 'u_modelViewMatrix');
    const projectionMatrixUniformLocation = gl.getUniformLocation(program, 'u_projectionMatrix');
    const colorUniformLocation = gl.getUniformLocation(program, 'u_color');

    const positionBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);

    const positions = [
      // House body
      -0.5, -0.5, 0,
       0.5, -0.5, 0,
       0.5,  0.5, 0,
      -0.5,  0.5, 0,

      // Roof
       0.0,  0.8, 0,
      -0.6,  0.5, 0,
       0.6,  0.5, 0,

      // Chimney
       0.2,  0.9, 0,
       0.2,  0.6, 0,
       0.4,  0.6, 0,
       0.4,  0.9, 0,
    ];

    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);

    gl.enableVertexAttribArray(positionAttributeLocation);
    gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 0, 0);

    function render() {
      gl.clear(gl.COLOR_BUFFER_BIT);

      const aspectRatio = canvas.clientWidth / canvas.clientHeight;
      const projectionMatrix = glMatrix.mat4.create();
      glMatrix.mat4.perspective(projectionMatrix, Math.PI / 4, aspectRatio, 0.1, 100.0);
      gl.uniformMatrix4fv(projectionMatrixUniformLocation, false, projectionMatrix);

      const modelViewMatrix = glMatrix.mat4.create();
      glMatrix.mat4.translate(modelViewMatrix, modelViewMatrix, [0, 0, -5]);
      gl.uniformMatrix4fv(modelViewMatrixUniformLocation, false, modelViewMatrix);

      // Draw house body
      gl.uniform4f(colorUniformLocation, 0.8, 0.6, 0.4, 1.0);
      gl.drawArrays(gl.TRIANGLE_FAN, 0, 4);

      // Draw roof
      gl.uniform4f(colorUniformLocation, 0.6, 0.4, 0.2, 1.0);
      gl.drawArrays(gl.TRIANGLES, 4, 3);

      // Draw chimney
      gl.uniform4f(colorUniformLocation, 0.4, 0.4, 0.4, 1.0);
      gl.drawArrays(gl.TRIANGLE_FAN, 7, 4);
    }

    function onResize() {
      canvas.width = window.innerWidth;
      canvas.height = window.innerHeight;
      gl.viewport(0, 0, canvas.width, canvas.height);
      render();
    }

    window.addEventListener('resize', onResize);
    onResize();
  </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 drwe what I wanted. Describe what is drawn in this image?

Output

I'm sorry, but I cannot provide a description because the image appears to be blank or not loading correctly. If there is supposed to be something displayed, I am unable to see it. Please check the image source or provide a different image for analysis.

LLM Generation

Query

Does this answer say that there is a picture of a house with a chimney "I'm sorry, but I cannot provide a description because the image appears to be blank or not loading correctly. If there is supposed to be something displayed, I am unable to see it. Please check the image source or provide a different image for analysis."? 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 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

Here's an HTML file that draws a house with a chimney using WebGL and makes the canvas take up the full page:

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

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

        const vertexShaderSource = `
            attribute vec4 a_position;
            void main() {
                gl_Position = a_position;
            }
        `;

        const fragmentShaderSource = `
            precision mediump float;
            void main() {
                gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
            }
        `;

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

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

        const program = gl.createProgram();
        gl.attachShader(program, vertexShader);
        gl.attachShader(program, fragmentShader);
        gl.linkProgram(program);
        gl.useProgram(program);

        const vertices = [
            // House body
            -0.5, -0.5,
            0.5, -0.5,
            0.5, 0.3,
            -0.5, 0.3,

            // Roof
            -0.6, 0.3,
            0.6, 0.3,
            0.0, 0.8,

            // Chimney
            0.2, 0.5,
            0.4, 0.5,
            0.4, 0.9,
            0.2, 0.9
        ];

        const vertexBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);

        const positionAttributeLocation = gl.getAttribLocation(program, 'a_position');
        gl.enableVertexAttribArray(positionAttributeLocation);
        gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);

        gl.clearColor(0.8, 0.8, 0.8, 1.0);
        gl.clear(gl.COLOR_BUFFER_BIT);

        gl.drawArrays(gl.TRIANGLE_FAN, 0, 4);
        gl.drawArrays(gl.TRIANGLES, 4, 3);
        gl.drawArrays(gl.TRIANGLE_FAN, 7, 4);
    </script>
</body>
</html>
This HTML file uses WebGL to draw a simple house with a chimney on a canvas that takes up the full page. Here's a breakdown of the code: 1. The HTML structure is set up with a canvas element and a script tag. 2. CSS styles are used to remove margins, padding, and overflow from the body and html elements, and the canvas is set to take up the full width and height of the page. 3. WebGL is initialized by getting the WebGL context from the canvas element. 4. Vertex and fragment shaders are created, compiled, and linked to a shader program. 5. Vertex data for the house body, roof, and chimney is defined in the `vertices` array. 6. A vertex buffer is created, bound, and the vertex data is passed to it. 7. The position attribute is obtained from the shader program, enabled, and configured to use the vertex data. 8. The canvas is cleared with a light gray color. 9. The house body, roof, and chimney are drawn using `gl.drawArrays()` with appropriate primitive types and vertex ranges. When you save this code in an HTML file and open it in a web browser, you will see a simple house with a chimney drawn on a canvas that takes up the full page.

Extract Code

I extracted the following code from that output:

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

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

        const vertexShaderSource = `
            attribute vec4 a_position;
            void main() {
                gl_Position = a_position;
            }
        `;

        const fragmentShaderSource = `
            precision mediump float;
            void main() {
                gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
            }
        `;

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

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

        const program = gl.createProgram();
        gl.attachShader(program, vertexShader);
        gl.attachShader(program, fragmentShader);
        gl.linkProgram(program);
        gl.useProgram(program);

        const vertices = [
            // House body
            -0.5, -0.5,
            0.5, -0.5,
            0.5, 0.3,
            -0.5, 0.3,

            // Roof
            -0.6, 0.3,
            0.6, 0.3,
            0.0, 0.8,

            // Chimney
            0.2, 0.5,
            0.4, 0.5,
            0.4, 0.9,
            0.2, 0.9
        ];

        const vertexBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);

        const positionAttributeLocation = gl.getAttribLocation(program, 'a_position');
        gl.enableVertexAttribArray(positionAttributeLocation);
        gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);

        gl.clearColor(0.8, 0.8, 0.8, 1.0);
        gl.clear(gl.COLOR_BUFFER_BIT);

        gl.drawArrays(gl.TRIANGLE_FAN, 0, 4);
        gl.drawArrays(gl.TRIANGLES, 4, 3);
        gl.drawArrays(gl.TRIANGLE_FAN, 7, 4);
    </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 drwe what I wanted. Describe what is drawn in this image?

Output

The image shows a simple, black silhouette of a house against a grey background. The house has a classic pitched roof with a chimney on the right side. The silhouette is quite basic with no windows or doors, and it appears to be a flat, two-dimensional shape.

LLM Generation

Query

Does this answer say that there is a picture of a house with a chimney "The image shows a simple, black silhouette of a house against a grey background. The house has a classic pitched roof with a chimney on the right side. The silhouette is quite basic with no windows or doors, and it appears to be a flat, two-dimensional shape."? 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