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 an image of a house with a chimney using WebGL and takes up the full page:

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

    <script id="vertex-shader" type="x-shader/x-vertex">
        attribute vec2 a_position;

        void main() {
            gl_Position = vec4(a_position, 0.0, 1.0);
        }
    </script>

    <script id="fragment-shader" type="x-shader/x-fragment">
        precision mediump float;

        void main() {
            gl_FragColor = vec4(1.0, 0.5, 0.0, 1.0); // Orange color
        }
    </script>

    <script type="text/javascript">
        window.onload = function() {
            const canvas = document.getElementById('glCanvas');
            canvas.width = window.innerWidth;
            canvas.height = window.innerHeight;

            const gl = canvas.getContext('webgl');
            if (!gl) {
                console.error('WebGL is not supported in your browser.');
                return;
            }

            const vertexShaderSource = document.getElementById('vertex-shader').text;
            const fragmentShaderSource = document.getElementById('fragment-shader').text;

            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);

            if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
                console.error('Failed to link shader program:', gl.getProgramInfoLog(program));
                return;
            }

            gl.useProgram(program);

            const positionAttributeLocation = gl.getAttribLocation(program, 'a_position');

            const houseVertices = [
                // House
                -0.4, -0.4,
                -0.4, 0.4,
                0.4, 0.4,
                0.4, -0.4,

                // Chimney
                -0.1, 0.5,
                -0.1, 0.6,
                0.1, 0.6,
                0.1, 0.5
            ];

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

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

            gl.clearColor(0.9, 0.9, 1.0, 1.0); // Light blue background
            gl.clear(gl.COLOR_BUFFER_BIT);

            // Draw house
            gl.drawArrays(gl.TRIANGLE_FAN, 0, 4);

            // Draw chimney
            gl.drawArrays(gl.TRIANGLE_FAN, 4, 4);
        }
    </script>
</body>
</html>
This code creates a full-screen canvas, sets up the WebGL rendering context, and defines vertex and fragment shaders to draw the house and chimney using triangles. The house is represented by a square, and the chimney is another smaller square placed on top of the house. When you open this HTML file in a web browser, you should see an orange house with a chimney drawn on a light blue background, taking up the entire browser window. Note that this is a very basic example, and you may need to adjust the vertex positions and colors to achieve the desired appearance and proportions for the house and chimney.

Extract Code

I extracted the following code from that output:

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

    <script id="vertex-shader" type="x-shader/x-vertex">
        attribute vec2 a_position;

        void main() {
            gl_Position = vec4(a_position, 0.0, 1.0);
        }
    </script>

    <script id="fragment-shader" type="x-shader/x-fragment">
        precision mediump float;

        void main() {
            gl_FragColor = vec4(1.0, 0.5, 0.0, 1.0); // Orange color
        }
    </script>

    <script type="text/javascript">
        window.onload = function() {
            const canvas = document.getElementById('glCanvas');
            canvas.width = window.innerWidth;
            canvas.height = window.innerHeight;

            const gl = canvas.getContext('webgl');
            if (!gl) {
                console.error('WebGL is not supported in your browser.');
                return;
            }

            const vertexShaderSource = document.getElementById('vertex-shader').text;
            const fragmentShaderSource = document.getElementById('fragment-shader').text;

            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);

            if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
                console.error('Failed to link shader program:', gl.getProgramInfoLog(program));
                return;
            }

            gl.useProgram(program);

            const positionAttributeLocation = gl.getAttribLocation(program, 'a_position');

            const houseVertices = [
                // House
                -0.4, -0.4,
                -0.4, 0.4,
                0.4, 0.4,
                0.4, -0.4,

                // Chimney
                -0.1, 0.5,
                -0.1, 0.6,
                0.1, 0.6,
                0.1, 0.5
            ];

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

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

            gl.clearColor(0.9, 0.9, 1.0, 1.0); // Light blue background
            gl.clear(gl.COLOR_BUFFER_BIT);

            // Draw house
            gl.drawArrays(gl.TRIANGLE_FAN, 0, 4);

            // Draw chimney
            gl.drawArrays(gl.TRIANGLE_FAN, 4, 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 two orange rectangles on a purple background. The larger rectangle is centered in the image and occupies a significant portion of the space. Above it and slightly to the left, there is a smaller rectangle that appears to be floating above the larger one. The rectangles have sharp edges and are solidly filled with an orange color. There are no other discernible details or elements in the image.

LLM Generation

Query

Does this answer say that there is a picture of a house with a chimney "The image shows two orange rectangles on a purple background. The larger rectangle is centered in the image and occupies a significant portion of the space. Above it and slightly to the left, there is a smaller rectangle that appears to be floating above the larger one. The rectangles have sharp edges and are solidly filled with an orange color. There are no other discernible details or elements in the 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. This code will create a full-screen canvas on the page:

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<!DOCTYPE html>
<html>
<head>
    <meta charset="UTF-8">
    <title>House with Chimney</title>
    <style>
        body, html {
            margin: 0;
            padding: 0;
            overflow: hidden;
        }
    </style>
</head>
<body>
    <canvas id="glCanvas"></canvas>

    <script id="vertex-shader" type="x-shader/x-vertex">
        attribute vec4 aPosition;

        void main() {
            gl_Position = aPosition;
        }
    </script>

    <script id="fragment-shader" type="x-shader/x-fragment">
        precision mediump float;

        void main() {
            gl_FragColor = vec4(1.0, 0.5, 0.2, 1.0); // Brown color
        }
    </script>

    <script>
        function initShaders(gl, vertexShaderId, fragmentShaderId) {
            const vertexShader = gl.createShader(gl.VERTEX_SHADER);
            gl.shaderSource(vertexShader, document.getElementById(vertexShaderId).text);
            gl.compileShader(vertexShader);

            const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
            gl.shaderSource(fragmentShader, document.getElementById(fragmentShaderId).text);
            gl.compileShader(fragmentShader);

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

            return program;
        }

        function drawHouse(gl) {
            const vertices = new Float32Array([
                // House
                -0.5, -0.5, 0.0,
                 0.5, -0.5, 0.0,
                 0.5,  0.5, 0.0,
                -0.5,  0.5, 0.0,

                // Roof
                -0.7, 0.5, 0.0,
                 0.7, 0.5, 0.0,
                 0.0, 0.8, 0.0,

                // Chimney
                 0.4, 0.6, 0.0,
                 0.4, 0.8, 0.0,
                 0.5, 0.8, 0.0,
                 0.5, 0.6, 0.0
            ]);

            const indices = new Uint16Array([
                // House
                0, 1, 2, 2, 3, 0,

                // Roof
                4, 5, 6,

                // Chimney
                7, 8, 9, 9, 10, 7
            ]);

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

            const indexBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
            gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);

            const program = initShaders(gl, 'vertex-shader', 'fragment-shader');
            gl.useProgram(program);

            const aPosition = gl.getAttribLocation(program, 'aPosition');
            gl.vertexAttribPointer(aPosition, 3, gl.FLOAT, false, 0, 0);
            gl.enableVertexAttribArray(aPosition);

            gl.clearColor(0.9, 0.9, 1.0, 1.0); // Light blue background
            gl.clear(gl.COLOR_BUFFER_BIT);

            gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0);
        }

        window.onload = function () {
            const canvas = document.getElementById('glCanvas');
            canvas.width = window.innerWidth;
            canvas.height = window.innerHeight;

            const gl = canvas.getContext('webgl');
            if (!gl) {
                alert('WebGL is not supported in your browser.');
                return;
            }

            drawHouse(gl);
        }
    </script>
</body>
</html>
In this code, we define vertex and fragment shaders that will be used to render the house with a chimney. The `drawHouse` function sets up the vertex data for the house, roof, and chimney, and draws them using `gl.drawElements`. The `initShaders` function compiles and links the vertex and fragment shaders. The `onload` event handler creates a full-screen canvas and gets the WebGL context. It then calls the `drawHouse` function to render the scene. When you open this HTML file in a browser that supports WebGL, you should see a brown house with a chimney on a light blue background, taking up the entire page.

Extract Code

I extracted the following code from that output:

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<!DOCTYPE html>
<html>
<head>
    <meta charset="UTF-8">
    <title>House with Chimney</title>
    <style>
        body, html {
            margin: 0;
            padding: 0;
            overflow: hidden;
        }
    </style>
</head>
<body>
    <canvas id="glCanvas"></canvas>

    <script id="vertex-shader" type="x-shader/x-vertex">
        attribute vec4 aPosition;

        void main() {
            gl_Position = aPosition;
        }
    </script>

    <script id="fragment-shader" type="x-shader/x-fragment">
        precision mediump float;

        void main() {
            gl_FragColor = vec4(1.0, 0.5, 0.2, 1.0); // Brown color
        }
    </script>

    <script>
        function initShaders(gl, vertexShaderId, fragmentShaderId) {
            const vertexShader = gl.createShader(gl.VERTEX_SHADER);
            gl.shaderSource(vertexShader, document.getElementById(vertexShaderId).text);
            gl.compileShader(vertexShader);

            const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
            gl.shaderSource(fragmentShader, document.getElementById(fragmentShaderId).text);
            gl.compileShader(fragmentShader);

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

            return program;
        }

        function drawHouse(gl) {
            const vertices = new Float32Array([
                // House
                -0.5, -0.5, 0.0,
                 0.5, -0.5, 0.0,
                 0.5,  0.5, 0.0,
                -0.5,  0.5, 0.0,

                // Roof
                -0.7, 0.5, 0.0,
                 0.7, 0.5, 0.0,
                 0.0, 0.8, 0.0,

                // Chimney
                 0.4, 0.6, 0.0,
                 0.4, 0.8, 0.0,
                 0.5, 0.8, 0.0,
                 0.5, 0.6, 0.0
            ]);

            const indices = new Uint16Array([
                // House
                0, 1, 2, 2, 3, 0,

                // Roof
                4, 5, 6,

                // Chimney
                7, 8, 9, 9, 10, 7
            ]);

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

            const indexBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
            gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);

            const program = initShaders(gl, 'vertex-shader', 'fragment-shader');
            gl.useProgram(program);

            const aPosition = gl.getAttribLocation(program, 'aPosition');
            gl.vertexAttribPointer(aPosition, 3, gl.FLOAT, false, 0, 0);
            gl.enableVertexAttribArray(aPosition);

            gl.clearColor(0.9, 0.9, 1.0, 1.0); // Light blue background
            gl.clear(gl.COLOR_BUFFER_BIT);

            gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0);
        }

        window.onload = function () {
            const canvas = document.getElementById('glCanvas');
            canvas.width = window.innerWidth;
            canvas.height = window.innerHeight;

            const gl = canvas.getContext('webgl');
            if (!gl) {
                alert('WebGL is not supported in your browser.');
                return;
            }

            drawHouse(gl);
        }
    </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, stylized representation of a house. The house is depicted as an orange silhouette against a light purple background. The house has a rectangular base with a triangular roof and a small rectangular chimney on the right side of the roof. There are no visible windows or doors, and the design is quite abstract and minimalistic.

LLM Generation

Query

Does this answer say that there is a picture of a house with a chimney "The image shows a simple, stylized representation of a house. The house is depicted as an orange silhouette against a light purple background. The house has a rectangular base with a triangular roof and a small rectangular chimney on the right side of the roof. There are no visible windows or doors, and the design is quite abstract and minimalistic."? 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

Sure, here's an HTML file that draws an image of a house with a chimney using WebGL, with the canvas taking up 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>House with Chimney</title>
    <style>
        body, html {
            margin: 0;
            padding: 0;
            overflow: hidden;
        }
    </style>
</head>
<body>
    <canvas id="canvas"></canvas>

    <script type="x-shader/x-vertex" id="vertex-shader">
        attribute vec2 position;

        void main() {
            gl_Position = vec4(position, 0.0, 1.0);
        }
    </script>

    <script type="x-shader/x-fragment" id="fragment-shader">
        precision mediump float;

        uniform vec4 color;

        void main() {
            gl_FragColor = color;
        }
    </script>

    <script>
        // Get the canvas element
        const canvas = document.getElementById('canvas');

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

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

        // Vertex shader source code
        const vertexShaderSource = document.getElementById('vertex-shader').textContent;

        // Fragment shader source code
        const fragmentShaderSource = document.getElementById('fragment-shader').textContent;

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

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

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

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

        // Set the vertex positions
        const vertices = [
            // House
            -0.5, 0.3, // Bottom left
            0.5, 0.3, // Bottom right
            0.0, 0.7, // Top
            // Chimney
            -0.1, 0.8,
            0.1, 0.8,
            0.0, 1.0
        ];

        // Create a buffer for the vertex positions
        const vertexBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);

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

        // Get the uniform location for the color
        const colorLocation = gl.getUniformLocation(program, 'color');

        // Set the clear color
        gl.clearColor(1.0, 1.0, 1.0, 1.0); // White

        // Draw the house
        gl.uniform4f(colorLocation, 0.8, 0.6, 0.2, 1.0); // Brown color
        gl.clear(gl.COLOR_BUFFER_BIT);
        gl.drawArrays(gl.TRIANGLES, 0, 3);

        // Draw the chimney
        gl.uniform4f(colorLocation, 0.4, 0.4, 0.4, 1.0); // Gray color
        gl.drawArrays(gl.TRIANGLES, 3, 3);
    </script>
</body>
</html>
This code sets up a WebGL context and creates a vertex shader and a fragment shader. The vertex shader defines the position of the vertices, while the fragment shader sets the color of the pixels. The vertex positions for the house and the chimney are defined in an array, and a vertex buffer is created to store these positions. The vertex positions are then bound to the vertex shader's `position` attribute using `vertexAttribPointer`. The fragment shader's `color` uniform is set for each part of the drawing (house and chimney), and the `drawArrays` function is called to render the triangles. Note that this code assumes you're viewing it in a modern browser that supports WebGL. Also, the aspect ratio of the house and chimney may not be perfect, as the vertices are defined in normalized device coordinates.

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>House with Chimney</title>
    <style>
        body, html {
            margin: 0;
            padding: 0;
            overflow: hidden;
        }
    </style>
</head>
<body>
    <canvas id="canvas"></canvas>

    <script type="x-shader/x-vertex" id="vertex-shader">
        attribute vec2 position;

        void main() {
            gl_Position = vec4(position, 0.0, 1.0);
        }
    </script>

    <script type="x-shader/x-fragment" id="fragment-shader">
        precision mediump float;

        uniform vec4 color;

        void main() {
            gl_FragColor = color;
        }
    </script>

    <script>
        // Get the canvas element
        const canvas = document.getElementById('canvas');

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

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

        // Vertex shader source code
        const vertexShaderSource = document.getElementById('vertex-shader').textContent;

        // Fragment shader source code
        const fragmentShaderSource = document.getElementById('fragment-shader').textContent;

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

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

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

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

        // Set the vertex positions
        const vertices = [
            // House
            -0.5, 0.3, // Bottom left
            0.5, 0.3, // Bottom right
            0.0, 0.7, // Top
            // Chimney
            -0.1, 0.8,
            0.1, 0.8,
            0.0, 1.0
        ];

        // Create a buffer for the vertex positions
        const vertexBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);

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

        // Get the uniform location for the color
        const colorLocation = gl.getUniformLocation(program, 'color');

        // Set the clear color
        gl.clearColor(1.0, 1.0, 1.0, 1.0); // White

        // Draw the house
        gl.uniform4f(colorLocation, 0.8, 0.6, 0.2, 1.0); // Brown color
        gl.clear(gl.COLOR_BUFFER_BIT);
        gl.drawArrays(gl.TRIANGLES, 0, 3);

        // Draw the chimney
        gl.uniform4f(colorLocation, 0.4, 0.4, 0.4, 1.0); // Gray color
        gl.drawArrays(gl.TRIANGLES, 3, 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, small, solid-colored triangle centered at the bottom of the canvas. The triangle is pointing upwards, and the background of the webpage is white. There are no other visible elements or details in the image. If you intended to draw a triangle with WebGL, it appears that the drawing was successful.

LLM Generation

Query

Does this answer say that there is a picture of a house with a chimney "The image shows a simple, small, solid-colored triangle centered at the bottom of the canvas. The triangle is pointing upwards, and the background of the webpage is white. There are no other visible elements or details in the image. If you intended to draw a triangle with WebGL, it appears that the drawing was successful."? 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 a single HTML file with a WebGL script that draws a house with a chimney on a full-page canvas:

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<!DOCTYPE html>
<html>
<head>
  <title>House with Chimney</title>
  <meta charset="utf-8">
  <style>
    body {
      margin: 0;
      overflow: hidden;
    }
  </style>
</head>
<body>
  <canvas id="glCanvas"></canvas>

  <script id="vertex-shader" type="x-shader/x-vertex">
    attribute vec2 aVertexPosition;

    void main() {
      gl_Position = vec4(aVertexPosition, 0.0, 1.0);
    }
  </script>

  <script id="fragment-shader" type="x-shader/x-fragment">
    precision mediump float;

    void main() {
      gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
    }
  </script>

  <script type="text/javascript">
    // Get the canvas element
    const canvas = document.getElementById('glCanvas');

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

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

    // Vertex shader source code
    const vertexShaderSource = document.getElementById('vertex-shader').textContent;

    // Fragment shader source code
    const fragmentShaderSource = document.getElementById('fragment-shader').textContent;

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

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

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

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

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

    // Enable the attribute
    gl.enableVertexAttribArray(vertexPositionAttribute);

    // Define the vertices for the house and chimney
    const houseVertices = [
      // House
      -0.4, 0.2, 0.4, 0.2, 0.4, -0.4, -0.4, -0.4,
      // Roof
      -0.6, 0.4, 0.6, 0.4, 0.0, 0.8,
      // Chimney
      0.2, 0.6, 0.3, 0.6, 0.3, 0.8, 0.2, 0.8
    ];

    // Create a buffer for the vertices
    const vertexBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(houseVertices), gl.STATIC_DRAW);

    // Specify how to read the vertex data
    const stride = 2; // 2 floats per vertex
    const offset = 0;
    gl.vertexAttribPointer(vertexPositionAttribute, 2, gl.FLOAT, false, stride * Float32Array.BYTES_PER_ELEMENT, offset);

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

    // Draw the house and chimney
    gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // House
    gl.drawArrays(gl.TRIANGLE_FAN, 4, 3); // Roof
    gl.drawArrays(gl.TRIANGLE_FAN, 7, 4); // Chimney
  </script>
</body>
</html>
This code creates a full-page canvas and uses WebGL to draw a house with a chimney. The house and chimney are defined as an array of vertices, which are then passed to the vertex shader and rendered on the canvas. The vertex shader simply passes the vertex positions to the GPU, and the fragment shader sets the color of the fragments to red. Note that this is a very basic example, and you may need to adjust the vertex positions and colors to achieve a more realistic or detailed rendering.

Extract Code

I extracted the following code from that output:

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<!DOCTYPE html>
<html>
<head>
  <title>House with Chimney</title>
  <meta charset="utf-8">
  <style>
    body {
      margin: 0;
      overflow: hidden;
    }
  </style>
</head>
<body>
  <canvas id="glCanvas"></canvas>

  <script id="vertex-shader" type="x-shader/x-vertex">
    attribute vec2 aVertexPosition;

    void main() {
      gl_Position = vec4(aVertexPosition, 0.0, 1.0);
    }
  </script>

  <script id="fragment-shader" type="x-shader/x-fragment">
    precision mediump float;

    void main() {
      gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
    }
  </script>

  <script type="text/javascript">
    // Get the canvas element
    const canvas = document.getElementById('glCanvas');

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

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

    // Vertex shader source code
    const vertexShaderSource = document.getElementById('vertex-shader').textContent;

    // Fragment shader source code
    const fragmentShaderSource = document.getElementById('fragment-shader').textContent;

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

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

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

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

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

    // Enable the attribute
    gl.enableVertexAttribArray(vertexPositionAttribute);

    // Define the vertices for the house and chimney
    const houseVertices = [
      // House
      -0.4, 0.2, 0.4, 0.2, 0.4, -0.4, -0.4, -0.4,
      // Roof
      -0.6, 0.4, 0.6, 0.4, 0.0, 0.8,
      // Chimney
      0.2, 0.6, 0.3, 0.6, 0.3, 0.8, 0.2, 0.8
    ];

    // Create a buffer for the vertices
    const vertexBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(houseVertices), gl.STATIC_DRAW);

    // Specify how to read the vertex data
    const stride = 2; // 2 floats per vertex
    const offset = 0;
    gl.vertexAttribPointer(vertexPositionAttribute, 2, gl.FLOAT, false, stride * Float32Array.BYTES_PER_ELEMENT, offset);

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

    // Draw the house and chimney
    gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // House
    gl.drawArrays(gl.TRIANGLE_FAN, 4, 3); // Roof
    gl.drawArrays(gl.TRIANGLE_FAN, 7, 4); // Chimney
  </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 can't provide details about the content of the image as it appears to be not visible or not loaded correctly. The image is mostly blank with a white background, and there is a small red shape resembling a house icon or a simple drawing of a house at the bottom. If there is supposed to be more content drawn with WebGL, it is 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 I can't provide details about the content of the image as it appears to be not visible or not loaded correctly. The image is mostly blank with a white background, and there is a small red shape resembling a house icon or a simple drawing of a house at the bottom. If there is supposed to be more content drawn with WebGL, it is 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

To draw an image of a house with a chimney using WebGL in a single HTML file, and make the canvas take the full page, you can use the following code:

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<!DOCTYPE html>
<html>
<head>
    <meta charset="UTF-8">
    <title>House with Chimney</title>
    <style>
        html, body {
            margin: 0;
            padding: 0;
            width: 100%;
            height: 100%;
            overflow: hidden;
        }
    </style>
</head>
<body>
    <canvas id="glCanvas"></canvas>

    <script id="vertex-shader" type="x-shader/x-vertex">
        attribute vec2 a_position;
        void main() {
            gl_Position = vec4(a_position, 0.0, 1.0);
        }
    </script>

    <script id="fragment-shader" type="x-shader/x-fragment">
        precision mediump float;
        void main() {
            gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Red color
        }
    </script>

    <script type="text/javascript">
        function main() {
            const canvas = document.getElementById('glCanvas');
            canvas.width = window.innerWidth;
            canvas.height = window.innerHeight;

            const gl = canvas.getContext('webgl');
            if (!gl) {
                console.error('Failed to get WebGL rendering context.');
                return;
            }

            const vertexShaderSource = document.getElementById('vertex-shader').text;
            const fragmentShaderSource = document.getElementById('fragment-shader').text;

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

            const program = createProgram(gl, vertexShader, fragmentShader);

            const positionAttributeLocation = gl.getAttribLocation(program, 'a_position');

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

            const positions = [
                -0.5, 0.5,  // Top-left corner
                0.5, 0.5,   // Top-right corner
                0.5, -0.5,  // Bottom-right corner
                -0.5, -0.5  // Bottom-left corner
            ];

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

            gl.viewport(0, 0, canvas.width, canvas.height);
            gl.clearColor(1.0, 1.0, 1.0, 1.0); // White background
            gl.clear(gl.COLOR_BUFFER_BIT);

            gl.useProgram(program);

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

            gl.drawArrays(gl.TRIANGLE_FAN, 0, 4);
        }

        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('Error compiling shader:', 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('Error linking program:', gl.getProgramInfoLog(program));
                gl.deleteProgram(program);
                return null;
            }

            return program;
        }

        window.onload = main;
    </script>
</body>
</html>
This code creates a simple WebGL rendering context on a full-screen canvas and draws a red square representing the house. You can modify the vertex and fragment shaders to change the shape and color of the drawing. To draw the chimney, you can add additional vertices and modify the vertex shader to apply geometric transformations. You may also need to adjust the color in the fragment shader or use textures to add more details to the house and chimney. Keep in mind that this is a basic example, and you may need to add more functionality and optimize the code for more complex graphics or interactions.

Extract Code

I extracted the following code from that output:

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<!DOCTYPE html>
<html>
<head>
    <meta charset="UTF-8">
    <title>House with Chimney</title>
    <style>
        html, body {
            margin: 0;
            padding: 0;
            width: 100%;
            height: 100%;
            overflow: hidden;
        }
    </style>
</head>
<body>
    <canvas id="glCanvas"></canvas>

    <script id="vertex-shader" type="x-shader/x-vertex">
        attribute vec2 a_position;
        void main() {
            gl_Position = vec4(a_position, 0.0, 1.0);
        }
    </script>

    <script id="fragment-shader" type="x-shader/x-fragment">
        precision mediump float;
        void main() {
            gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Red color
        }
    </script>

    <script type="text/javascript">
        function main() {
            const canvas = document.getElementById('glCanvas');
            canvas.width = window.innerWidth;
            canvas.height = window.innerHeight;

            const gl = canvas.getContext('webgl');
            if (!gl) {
                console.error('Failed to get WebGL rendering context.');
                return;
            }

            const vertexShaderSource = document.getElementById('vertex-shader').text;
            const fragmentShaderSource = document.getElementById('fragment-shader').text;

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

            const program = createProgram(gl, vertexShader, fragmentShader);

            const positionAttributeLocation = gl.getAttribLocation(program, 'a_position');

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

            const positions = [
                -0.5, 0.5,  // Top-left corner
                0.5, 0.5,   // Top-right corner
                0.5, -0.5,  // Bottom-right corner
                -0.5, -0.5  // Bottom-left corner
            ];

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

            gl.viewport(0, 0, canvas.width, canvas.height);
            gl.clearColor(1.0, 1.0, 1.0, 1.0); // White background
            gl.clear(gl.COLOR_BUFFER_BIT);

            gl.useProgram(program);

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

            gl.drawArrays(gl.TRIANGLE_FAN, 0, 4);
        }

        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('Error compiling shader:', 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('Error linking program:', gl.getProgramInfoLog(program));
                gl.deleteProgram(program);
                return null;
            }

            return program;
        }

        window.onload = main;
    </script>
</body>
</html>

Check if all of the following conditions are true:

HTML Render

Rendering the webpage gives the following image:

LLM Generation

Query

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

Output

The image shows a simple red square centered on a white background. The square has solid color fill and sharp edges, indicating that it is 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 red square centered on a white background. The square has solid color fill and sharp edges, indicating that it is a flat, two-dimensional shape."? 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