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

Creating a simple house with a chimney using WebGL in a single HTML file involves a bit of JavaScript to set up the WebGL context, create the shaders, and render the house. Below is an example of how you can create a basic 3D representation of a house with a chimney. Here’s the complete code:

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

        if (!gl) {
            console.error('Unable to initialize WebGL. Your browser may not support it.');
        }

        canvas.width = window.innerWidth;
        canvas.height = window.innerHeight;

        // Vertex shader program
        const vsSource = `
            attribute vec4 aVertexPosition;
            uniform mat4 uModelViewMatrix;
            uniform mat4 uProjectionMatrix;
            void main(void) {
                gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition;
            }
        `;

        // Fragment shader program
        const fsSource = `
            void main(void) {
                gl_FragColor = vec4(1.0, 0.5, 0.0, 1.0); // Orange color for the house
            }
        `;

        // Initialize shaders
        function initShaderProgram(gl, vsSource, fsSource) {
            const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
            const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);

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

            if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
                console.error('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram));
                return null;
            }

            return shaderProgram;
        }

        // Load a shader
        function loadShader(gl, type, source) {
            const shader = gl.createShader(type);
            gl.shaderSource(shader, source);
            gl.compileShader(shader);

            if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
                console.error('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader));
                gl.deleteShader(shader);
                return null;
            }
            return shader;
        }

        // Create buffers for the house
        function initBuffers(gl) {
            const positions = [
                // House base (a cube)
                -0.5, 0, -0.5,
                 0.5, 0, -0.5,
                 0.5, 0,  0.5,
                -0.5, 0,  0.5,

                -0.5, 1, -0.5,
                 0.5, 1, -0.5,
                 0.5, 1,  0.5,
                -0.5, 1,  0.5,

                // Chimney
                -0.1, 1, -0.1,
                 0.1, 1, -0.1,
                 0.1, 1.5, -0.1,
                -0.1, 1.5, -0.1,
            ];

            const indices = [
                0, 1, 2, 0, 2, 3, // Base
                4, 5, 6, 4, 6, 7, // Top
                8, 9, 10, 8, 10, 11 // Chimney
            ];

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

            const indexBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
            gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);

            return {
                position: positionBuffer,
                indices: indexBuffer,
                vertexCount: indices.length,
            };
        }

        // Draw the scene
        function drawScene(gl, programInfo, buffers) {
            gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black
            gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

            gl.useProgram(programInfo.program);

            gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position);
            const positionLocation = gl.getAttribLocation(programInfo.program, 'aVertexPosition');
            gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 0, 0);
            gl.enableVertexAttribArray(positionLocation);

            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffers.indices);

            const modelViewMatrix = mat4.create();
            mat4.translate(modelViewMatrix, modelViewMatrix, [0.0, 0.0, -2.0]);

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

            const uModelViewMatrix = gl.getUniformLocation(programInfo.program, 'uModelViewMatrix');
            const uProjectionMatrix = gl.getUniformLocation(programInfo.program, 'uProjectionMatrix');

            gl.uniformMatrix4fv(uModelViewMatrix, false, modelViewMatrix);
            gl.uniformMatrix4fv(uProjectionMatrix, false, projectionMatrix);

            gl.drawElements(gl.TRIANGLES, buffers.vertexCount, gl.UNSIGNED_SHORT, 0);
        }

        // Initialize and render
        const shaderProgram = initShaderProgram(gl, vsSource, fsSource);
        const programInfo = {
            program: shaderProgram,
        };

        const buffers = initBuffers(gl);

        function render() {
            drawScene(gl, programInfo, buffers);
            requestAnimationFrame(render);
        }

        render();
    </script>
    <script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.4.0/gl-matrix.js"></script>
</body>
</html>
### Explanation of Code: 1. **HTML Structure**: The HTML contains a single `<canvas>` element that takes the full page. 2. **WebGL Setup**: The WebGL context is initialized, and shaders are created for the vertex and fragment processing. 3. **Buffers**: Buffers for the vertices of the house and chimney are created. The house is represented as a cube, and the chimney is a smaller cuboid. 4. **Rendering**: The render function clears the canvas and draws the house with the chimney using the defined shaders and buffers. To see the house rendered, simply save the above code into an HTML file and open it in a web browser that supports WebGL. You may need to adjust the camera and perspective settings for better viewing.

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

        if (!gl) {
            console.error('Unable to initialize WebGL. Your browser may not support it.');
        }

        canvas.width = window.innerWidth;
        canvas.height = window.innerHeight;

        // Vertex shader program
        const vsSource = `
            attribute vec4 aVertexPosition;
            uniform mat4 uModelViewMatrix;
            uniform mat4 uProjectionMatrix;
            void main(void) {
                gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition;
            }
        `;

        // Fragment shader program
        const fsSource = `
            void main(void) {
                gl_FragColor = vec4(1.0, 0.5, 0.0, 1.0); // Orange color for the house
            }
        `;

        // Initialize shaders
        function initShaderProgram(gl, vsSource, fsSource) {
            const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
            const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);

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

            if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
                console.error('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram));
                return null;
            }

            return shaderProgram;
        }

        // Load a shader
        function loadShader(gl, type, source) {
            const shader = gl.createShader(type);
            gl.shaderSource(shader, source);
            gl.compileShader(shader);

            if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
                console.error('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader));
                gl.deleteShader(shader);
                return null;
            }
            return shader;
        }

        // Create buffers for the house
        function initBuffers(gl) {
            const positions = [
                // House base (a cube)
                -0.5, 0, -0.5,
                 0.5, 0, -0.5,
                 0.5, 0,  0.5,
                -0.5, 0,  0.5,

                -0.5, 1, -0.5,
                 0.5, 1, -0.5,
                 0.5, 1,  0.5,
                -0.5, 1,  0.5,

                // Chimney
                -0.1, 1, -0.1,
                 0.1, 1, -0.1,
                 0.1, 1.5, -0.1,
                -0.1, 1.5, -0.1,
            ];

            const indices = [
                0, 1, 2, 0, 2, 3, // Base
                4, 5, 6, 4, 6, 7, // Top
                8, 9, 10, 8, 10, 11 // Chimney
            ];

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

            const indexBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
            gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);

            return {
                position: positionBuffer,
                indices: indexBuffer,
                vertexCount: indices.length,
            };
        }

        // Draw the scene
        function drawScene(gl, programInfo, buffers) {
            gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black
            gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

            gl.useProgram(programInfo.program);

            gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position);
            const positionLocation = gl.getAttribLocation(programInfo.program, 'aVertexPosition');
            gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 0, 0);
            gl.enableVertexAttribArray(positionLocation);

            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffers.indices);

            const modelViewMatrix = mat4.create();
            mat4.translate(modelViewMatrix, modelViewMatrix, [0.0, 0.0, -2.0]);

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

            const uModelViewMatrix = gl.getUniformLocation(programInfo.program, 'uModelViewMatrix');
            const uProjectionMatrix = gl.getUniformLocation(programInfo.program, 'uProjectionMatrix');

            gl.uniformMatrix4fv(uModelViewMatrix, false, modelViewMatrix);
            gl.uniformMatrix4fv(uProjectionMatrix, false, projectionMatrix);

            gl.drawElements(gl.TRIANGLES, buffers.vertexCount, gl.UNSIGNED_SHORT, 0);
        }

        // Initialize and render
        const shaderProgram = initShaderProgram(gl, vsSource, fsSource);
        const programInfo = {
            program: shaderProgram,
        };

        const buffers = initBuffers(gl);

        function render() {
            drawScene(gl, programInfo, buffers);
            requestAnimationFrame(render);
        }

        render();
    </script>
    <script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.4.0/gl-matrix.js"></script>
</body>
</html>

Check if all of the following conditions are true:

HTML Render

Rendering the webpage gives the following image: b''

LLM Generation

Query

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

Output

cannot identify image file <_io.BytesIO object at 0x7f505bf73a40>

LLM Generation

Query

Does this answer say that there is a picture of a house with a chimney "cannot identify image file <_io.BytesIO object at 0x7f505bf73a40>"? 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

Creating a simple house with a chimney using WebGL requires a bit of setup, but it can be done within a single HTML file. Below is a minimal HTML example that uses WebGL to draw a house shape. The house will consist of a square base and a triangular roof. Here's the HTML code:

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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</title>
    <style>
        body { margin: 0; }
        canvas { display: block; width: 100%; height: 100%; }
    </style>
</head>
<body>
<canvas id="webglCanvas"></canvas>
<script>
    const canvas = document.getElementById('webglCanvas');
    const gl = canvas.getContext('webgl');

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

    // Vertex shader program
    const vsSource = `
        attribute vec4 aVertexPosition;
        void main(void) {
            gl_Position = aVertexPosition;
        }
    `;

    // Fragment shader program
    const fsSource = `
        void main(void) {
            gl_FragColor = vec4(0.0, 0.5, 1.0, 1.0); // Blue color for the house
        }
    `;

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

    const vertexShader = compileShader(gl, vsSource, gl.VERTEX_SHADER);
    const fragmentShader = compileShader(gl, fsSource, gl.FRAGMENT_SHADER);

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

    // Define the vertices for the house and chimney
    const vertices = new Float32Array([
        // Base of the house (square)
        -0.5, -0.5,  // Bottom left
         0.5, -0.5,  // Bottom right
         0.5,  0.5,  // Top right
        -0.5,  0.5,  // Top left
        // Roof (triangle)
        -0.6, 0.5,   // Left peak
         0.0, 0.9,   // Top peak
         0.6, 0.5,   // Right peak
        // Chimney (rectangle)
         0.1, 0.5,   // Bottom left
         0.2, 0.5,   // Bottom right
         0.2, 0.8,   // Top right
         0.1, 0.8    // Top left
    ]);

    const indices = new Uint16Array([
        0, 1, 2, 0, 2, 3, // Base
        4, 5, 6, // Roof
        7, 8, 9, 7, 9, 10 // Chimney
    ]);

    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 position = gl.getAttribLocation(shaderProgram, 'aVertexPosition');
    gl.vertexAttribPointer(position, 2, gl.FLOAT, false, 0, 0);
    gl.enableVertexAttribArray(position);

    // Clear the canvas and draw the house
    gl.clearColor(1.0, 1.0, 1.0, 1.0); // White background
    gl.clear(gl.COLOR_BUFFER_BIT);

    gl.viewport(0, 0, canvas.width, canvas.height);
    gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0);
</script>
</body>
</html>
### Explanation: 1. **Canvas Setup**: The canvas takes the full page by setting its width and height to `window.innerWidth` and `window.innerHeight`. 2. **Shaders**: The vertex shader handles the vertex positions, and the fragment shader sets the color of the shapes. 3. **Vertices**: The vertices define the square base of the house, the triangular roof, and the chimney. 4. **Drawing**: Finally, the `drawElements` function is called to render the shapes on the canvas. ### Running the Code: To see the house, simply copy the code into an HTML file and open it in a web browser that supports WebGL (most modern browsers do). You should see a blue house with a chimney against a white background.

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</title>
    <style>
        body { margin: 0; }
        canvas { display: block; width: 100%; height: 100%; }
    </style>
</head>
<body>
<canvas id="webglCanvas"></canvas>
<script>
    const canvas = document.getElementById('webglCanvas');
    const gl = canvas.getContext('webgl');

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

    // Vertex shader program
    const vsSource = `
        attribute vec4 aVertexPosition;
        void main(void) {
            gl_Position = aVertexPosition;
        }
    `;

    // Fragment shader program
    const fsSource = `
        void main(void) {
            gl_FragColor = vec4(0.0, 0.5, 1.0, 1.0); // Blue color for the house
        }
    `;

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

    const vertexShader = compileShader(gl, vsSource, gl.VERTEX_SHADER);
    const fragmentShader = compileShader(gl, fsSource, gl.FRAGMENT_SHADER);

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

    // Define the vertices for the house and chimney
    const vertices = new Float32Array([
        // Base of the house (square)
        -0.5, -0.5,  // Bottom left
         0.5, -0.5,  // Bottom right
         0.5,  0.5,  // Top right
        -0.5,  0.5,  // Top left
        // Roof (triangle)
        -0.6, 0.5,   // Left peak
         0.0, 0.9,   // Top peak
         0.6, 0.5,   // Right peak
        // Chimney (rectangle)
         0.1, 0.5,   // Bottom left
         0.2, 0.5,   // Bottom right
         0.2, 0.8,   // Top right
         0.1, 0.8    // Top left
    ]);

    const indices = new Uint16Array([
        0, 1, 2, 0, 2, 3, // Base
        4, 5, 6, // Roof
        7, 8, 9, 7, 9, 10 // Chimney
    ]);

    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 position = gl.getAttribLocation(shaderProgram, 'aVertexPosition');
    gl.vertexAttribPointer(position, 2, gl.FLOAT, false, 0, 0);
    gl.enableVertexAttribArray(position);

    // Clear the canvas and draw the house
    gl.clearColor(1.0, 1.0, 1.0, 1.0); // White background
    gl.clear(gl.COLOR_BUFFER_BIT);

    gl.viewport(0, 0, canvas.width, canvas.height);
    gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0);
</script>
</body>
</html>

Check if all of the following conditions are true:

HTML Render

Rendering the webpage gives the following image: b''

LLM Generation

Query

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

Output

cannot identify image file <_io.BytesIO object at 0x7f58eed477c0>

LLM Generation

Query

Does this answer say that there is a picture of a house with a chimney "cannot identify image file <_io.BytesIO object at 0x7f58eed477c0>"? 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

Creating a simple house with a chimney using WebGL in a single HTML file can be done by drawing basic shapes. Below is an example of how to achieve this. The code uses WebGL to render a 2D representation of a house:

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

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

        // Define the vertices of the house
        const vertices = new Float32Array([
            // House base
            -0.5, -0.5, 0.0, // Bottom left
             0.5, -0.5, 0.0, // Bottom right
             0.5,  0.5, 0.0, // Top right
            -0.5,  0.5, 0.0, // Top left
            // Roof
            -0.6, 0.5, 0.0,  // Roof left
             0.6, 0.5, 0.0,  // Roof right
             0.0,  0.9, 0.0   // Roof peak
        ]);

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

        // Create and compile shaders
        const vertexShaderSource = `
            attribute vec3 coordinates;
            void main(void) {
                gl_Position = vec4(coordinates, 1.0);
            }
        `;
        
        const fragmentShaderSource = `
            void main(void) {
                gl_FragColor = vec4(0.8, 0.3, 0.3, 1.0); // House 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 shaderProgram = gl.createProgram();
        gl.attachShader(shaderProgram, vertexShader);
        gl.attachShader(shaderProgram, fragmentShader);
        gl.linkProgram(shaderProgram);
        gl.useProgram(shaderProgram);

        // Bind the buffer and set up the attribute
        gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
        const coordinates = gl.getAttribLocation(shaderProgram, "coordinates");
        gl.vertexAttribPointer(coordinates, 3, gl.FLOAT, false, 0, 0);
        gl.enableVertexAttribArray(coordinates);

        // Clear the canvas and draw the house
        gl.clearColor(1.0, 1.0, 1.0, 1.0); // White background
        gl.clear(gl.COLOR_BUFFER_BIT);

        // Draw the house base
        gl.drawArrays(gl.TRIANGLE_FAN, 0, 4);
        
        // Draw the roof
        gl.drawArrays(gl.TRIANGLES, 4, 3);

        // Optional: Draw chimney
        const chimneyVertices = new Float32Array([
            -0.1, 0.5, 0.0, // Bottom left (chimney)
            -0.1, 0.8, 0.0, // Top left (chimney)
             0.1, 0.8, 0.0, // Top right (chimney)
             0.1, 0.5, 0.0  // Bottom right (chimney)
        ]);

        const chimneyBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, chimneyBuffer);
        gl.bufferData(gl.ARRAY_BUFFER, chimneyVertices, gl.STATIC_DRAW);

        gl.bindBuffer(gl.ARRAY_BUFFER, chimneyBuffer);
        gl.vertexAttribPointer(coordinates, 3, gl.FLOAT, false, 0, 0);
        gl.enableVertexAttribArray(coordinates);

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

    </script>
</body>
</html>
### Explanation of the Code: 1. **HTML Structure**: The HTML file consists of a canvas element that will be used for rendering the WebGL graphics. 2. **WebGL Context**: We get the WebGL rendering context from the canvas. 3. **Vertices Definition**: The vertices for the house and chimney are defined using a Float32Array. 4. **Buffer Creation**: A buffer is created and the vertices are loaded into it. 5. **Shaders**: Vertex and fragment shaders are created and linked to form a shader program. 6. **Drawing the Shapes**: The house and chimney are drawn using triangle fans and triangles. ### How to Run: - Save the code above in an HTML file, for example, `house.html`. - Open the file in a web browser that supports WebGL (most modern browsers do). You'll see a simple representation of a house with a chimney rendered on the full page canvas. You can customize colors and shapes further by modifying the vertex and fragment shaders.

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

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

        // Define the vertices of the house
        const vertices = new Float32Array([
            // House base
            -0.5, -0.5, 0.0, // Bottom left
             0.5, -0.5, 0.0, // Bottom right
             0.5,  0.5, 0.0, // Top right
            -0.5,  0.5, 0.0, // Top left
            // Roof
            -0.6, 0.5, 0.0,  // Roof left
             0.6, 0.5, 0.0,  // Roof right
             0.0,  0.9, 0.0   // Roof peak
        ]);

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

        // Create and compile shaders
        const vertexShaderSource = `
            attribute vec3 coordinates;
            void main(void) {
                gl_Position = vec4(coordinates, 1.0);
            }
        `;
        
        const fragmentShaderSource = `
            void main(void) {
                gl_FragColor = vec4(0.8, 0.3, 0.3, 1.0); // House 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 shaderProgram = gl.createProgram();
        gl.attachShader(shaderProgram, vertexShader);
        gl.attachShader(shaderProgram, fragmentShader);
        gl.linkProgram(shaderProgram);
        gl.useProgram(shaderProgram);

        // Bind the buffer and set up the attribute
        gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
        const coordinates = gl.getAttribLocation(shaderProgram, "coordinates");
        gl.vertexAttribPointer(coordinates, 3, gl.FLOAT, false, 0, 0);
        gl.enableVertexAttribArray(coordinates);

        // Clear the canvas and draw the house
        gl.clearColor(1.0, 1.0, 1.0, 1.0); // White background
        gl.clear(gl.COLOR_BUFFER_BIT);

        // Draw the house base
        gl.drawArrays(gl.TRIANGLE_FAN, 0, 4);
        
        // Draw the roof
        gl.drawArrays(gl.TRIANGLES, 4, 3);

        // Optional: Draw chimney
        const chimneyVertices = new Float32Array([
            -0.1, 0.5, 0.0, // Bottom left (chimney)
            -0.1, 0.8, 0.0, // Top left (chimney)
             0.1, 0.8, 0.0, // Top right (chimney)
             0.1, 0.5, 0.0  // Bottom right (chimney)
        ]);

        const chimneyBuffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, chimneyBuffer);
        gl.bufferData(gl.ARRAY_BUFFER, chimneyVertices, gl.STATIC_DRAW);

        gl.bindBuffer(gl.ARRAY_BUFFER, chimneyBuffer);
        gl.vertexAttribPointer(coordinates, 3, gl.FLOAT, false, 0, 0);
        gl.enableVertexAttribArray(coordinates);

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

    </script>
</body>
</html>

Check if all of the following conditions are true:

HTML Render

Rendering the webpage gives the following image: b''

LLM Generation

Query

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

Output

cannot identify image file <_io.BytesIO object at 0x7f8b0c173ae0>

LLM Generation

Query

Does this answer say that there is a picture of a house with a chimney "cannot identify image file <_io.BytesIO object at 0x7f8b0c173ae0>"? 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

Creating a simple house with a chimney using WebGL requires a bit of code. Below is a complete HTML file that uses WebGL to draw a basic representation of a house. This example makes the canvas take 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;
        }
    </style>
</head>
<body>
<canvas id="glCanvas"></canvas>
<script>
    const canvas = document.getElementById('glCanvas');
    const gl = canvas.getContext('webgl');

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

    // Define vertices for the house and chimney
    const vertices = new Float32Array([
        // House base
        -0.5, 0, 0,
        0.5, 0, 0,
        0.5, 0.5, 0,
        -0.5, 0.5, 0,

        // Chimney
        -0.1, 0.5, 0,
        -0.1, 0.8, 0,
        0.1, 0.8, 0,
        0.1, 0.5, 0,
    ]);

    const indices = new Uint16Array([
        // House base
        0, 1, 2,
        0, 2, 3,
        // Chimney
        4, 5, 6,
        4, 6, 7,
    ]);

    // Create buffer for vertices
    const vertexBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);

    // Create buffer for indices
    const indexBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
    gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);

    // Create and compile vertex shader
    const vsSource = `
        attribute vec3 coordinates;
        void main(void) {
            gl_Position = vec4(coordinates, 1.0);
        }
    `;
    const vertexShader = gl.createShader(gl.VERTEX_SHADER);
    gl.shaderSource(vertexShader, vsSource);
    gl.compileShader(vertexShader);

    // Create and compile fragment shader
    const fsSource = `
        void main(void) {
            gl_FragColor = vec4(0.0, 0.5, 0.0, 1.0); // Green color for the house
        }
    `;
    const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
    gl.shaderSource(fragmentShader, fsSource);
    gl.compileShader(fragmentShader);

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

    // Bind buffer and set attribute
    gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
    const coord = gl.getAttribLocation(shaderProgram, "coordinates");
    gl.vertexAttribPointer(coord, 3, gl.FLOAT, false, 0, 0);
    gl.enableVertexAttribArray(coord);

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

    // Draw the house and chimney
    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
    gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0);

    // Handle window resize
    window.addEventListener('resize', () => {
        canvas.width = window.innerWidth;
        canvas.height = window.innerHeight;
        gl.viewport(0, 0, canvas.width, canvas.height);
        gl.clear(gl.COLOR_BUFFER_BIT);
        gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0);
    });
</script>
</body>
</html>
### Explanation: - **HTML Structure**: A simple HTML page with a `<canvas>` element to render the WebGL content. - **WebGL Setup**: The canvas is resized to fill the entire browser window. - **Vertices and Indices**: The vertices define the shape of the house and the chimney, and indices determine how these vertices are connected to form triangles. - **Shaders**: Vertex and fragment shaders are created to define how the vertices are processed and how the colors are rendered. - **Rendering**: The scene is cleared and drawn in the main rendering loop. An event listener is included to handle window resizing, ensuring the canvas maintains full-page coverage. You can copy and paste the above code into an HTML file and open it in a web browser to see the house with a chimney rendered using 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;
        }
    </style>
</head>
<body>
<canvas id="glCanvas"></canvas>
<script>
    const canvas = document.getElementById('glCanvas');
    const gl = canvas.getContext('webgl');

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

    // Define vertices for the house and chimney
    const vertices = new Float32Array([
        // House base
        -0.5, 0, 0,
        0.5, 0, 0,
        0.5, 0.5, 0,
        -0.5, 0.5, 0,

        // Chimney
        -0.1, 0.5, 0,
        -0.1, 0.8, 0,
        0.1, 0.8, 0,
        0.1, 0.5, 0,
    ]);

    const indices = new Uint16Array([
        // House base
        0, 1, 2,
        0, 2, 3,
        // Chimney
        4, 5, 6,
        4, 6, 7,
    ]);

    // Create buffer for vertices
    const vertexBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);

    // Create buffer for indices
    const indexBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
    gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);

    // Create and compile vertex shader
    const vsSource = `
        attribute vec3 coordinates;
        void main(void) {
            gl_Position = vec4(coordinates, 1.0);
        }
    `;
    const vertexShader = gl.createShader(gl.VERTEX_SHADER);
    gl.shaderSource(vertexShader, vsSource);
    gl.compileShader(vertexShader);

    // Create and compile fragment shader
    const fsSource = `
        void main(void) {
            gl_FragColor = vec4(0.0, 0.5, 0.0, 1.0); // Green color for the house
        }
    `;
    const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
    gl.shaderSource(fragmentShader, fsSource);
    gl.compileShader(fragmentShader);

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

    // Bind buffer and set attribute
    gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
    const coord = gl.getAttribLocation(shaderProgram, "coordinates");
    gl.vertexAttribPointer(coord, 3, gl.FLOAT, false, 0, 0);
    gl.enableVertexAttribArray(coord);

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

    // Draw the house and chimney
    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
    gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0);

    // Handle window resize
    window.addEventListener('resize', () => {
        canvas.width = window.innerWidth;
        canvas.height = window.innerHeight;
        gl.viewport(0, 0, canvas.width, canvas.height);
        gl.clear(gl.COLOR_BUFFER_BIT);
        gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0);
    });
</script>
</body>
</html>

Check if all of the following conditions are true:

HTML Render

Rendering the webpage gives the following image: b''

LLM Generation

Query

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

Output

cannot identify image file <_io.BytesIO object at 0x7f0ba574f4f0>

LLM Generation

Query

Does this answer say that there is a picture of a house with a chimney "cannot identify image file <_io.BytesIO object at 0x7f0ba574f4f0>"? 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

Creating a simple house with a chimney using WebGL involves quite a bit of code. Below is an HTML file that utilizes WebGL to draw a basic representation of a house with a chimney. The canvas will take 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; }
    </style>
</head>
<body>
<canvas id="webgl-canvas"></canvas>
<script>
    const canvas = document.getElementById('webgl-canvas');
    const gl = canvas.getContext('webgl');

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

    // Vertex shader program
    const vsSource = `
    attribute vec4 aVertexPosition;
    void main(void) {
        gl_Position = aVertexPosition;
    }`;

    // Fragment shader program
    const fsSource = `
    precision mediump float;
    void main(void) {
        gl_FragColor = vec4(0.0, 0.8, 0.0, 1.0); // Green color for the house
    }`;

    // Compile shader
    function initShaderProgram(gl, vsSource, fsSource) {
        const vertexShader = gl.createShader(gl.VERTEX_SHADER);
        gl.shaderSource(vertexShader, vsSource);
        gl.compileShader(vertexShader);

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

        const shaderProgram = gl.createProgram();
        gl.attachShader(shaderProgram, vertexShader);
        gl.attachShader(shaderProgram, fragmentShader);
        gl.linkProgram(shaderProgram);
        return shaderProgram;
    }

    const shaderProgram = initShaderProgram(gl, vsSource, fsSource);
    const programInfo = {
        program: shaderProgram,
        attribLocations: {
            vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'),
        },
    };

    // Define the house and chimney vertices
    const vertices = new Float32Array([
        // House (a square)
        -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 (a triangle)
        -0.6,  0.5, 0.0,
         0.0,   0.8, 0.0,
         0.6,  0.5, 0.0,
         
         // Chimney (a rectangle)
         0.2,  0.5, 0.0,
         0.3,  0.5, 0.0,
         0.3,  0.8, 0.0,
         0.2,  0.8, 0.0,
    ]);

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

    // Draw the scene
    function drawScene() {
        gl.clearColor(0.5, 0.5, 1.0, 1.0); // Light blue background
        gl.clear(gl.COLOR_BUFFER_BIT);

        gl.useProgram(shaderProgram);

        gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
        gl.vertexAttribPointer(programInfo.attribLocations.vertexPosition, 3, gl.FLOAT, false, 0, 0);
        gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition);

        // Draw house
        gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // House
        gl.drawArrays(gl.TRIANGLES, 4, 3); // Roof
        gl.drawArrays(gl.TRIANGLE_FAN, 7, 4); // Chimney
    }

    drawScene();
</script>
</body>
</html>
### Explanation: - The HTML file contains a `<canvas>` element that takes up the entire page. - WebGL is initialized and a simple shader program is created for rendering. - The vertices for a house (as a square), a roof (as a triangle), and a chimney (as a rectangle) are defined in a Float32Array. - The `drawScene` function clears the canvas and draws the house, roof, and chimney. ### How to Use: 1. Copy the code above and save it as an HTML file, for example, `house.html`. 2. Open the HTML file in a web browser that supports WebGL (most modern browsers do). 3. You should see a simple representation of a house with a chimney on a light blue background. Feel free to modify the colors and shapes if you'd like to make the drawing more complex!

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; }
    </style>
</head>
<body>
<canvas id="webgl-canvas"></canvas>
<script>
    const canvas = document.getElementById('webgl-canvas');
    const gl = canvas.getContext('webgl');

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

    // Vertex shader program
    const vsSource = `
    attribute vec4 aVertexPosition;
    void main(void) {
        gl_Position = aVertexPosition;
    }`;

    // Fragment shader program
    const fsSource = `
    precision mediump float;
    void main(void) {
        gl_FragColor = vec4(0.0, 0.8, 0.0, 1.0); // Green color for the house
    }`;

    // Compile shader
    function initShaderProgram(gl, vsSource, fsSource) {
        const vertexShader = gl.createShader(gl.VERTEX_SHADER);
        gl.shaderSource(vertexShader, vsSource);
        gl.compileShader(vertexShader);

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

        const shaderProgram = gl.createProgram();
        gl.attachShader(shaderProgram, vertexShader);
        gl.attachShader(shaderProgram, fragmentShader);
        gl.linkProgram(shaderProgram);
        return shaderProgram;
    }

    const shaderProgram = initShaderProgram(gl, vsSource, fsSource);
    const programInfo = {
        program: shaderProgram,
        attribLocations: {
            vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'),
        },
    };

    // Define the house and chimney vertices
    const vertices = new Float32Array([
        // House (a square)
        -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 (a triangle)
        -0.6,  0.5, 0.0,
         0.0,   0.8, 0.0,
         0.6,  0.5, 0.0,
         
         // Chimney (a rectangle)
         0.2,  0.5, 0.0,
         0.3,  0.5, 0.0,
         0.3,  0.8, 0.0,
         0.2,  0.8, 0.0,
    ]);

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

    // Draw the scene
    function drawScene() {
        gl.clearColor(0.5, 0.5, 1.0, 1.0); // Light blue background
        gl.clear(gl.COLOR_BUFFER_BIT);

        gl.useProgram(shaderProgram);

        gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
        gl.vertexAttribPointer(programInfo.attribLocations.vertexPosition, 3, gl.FLOAT, false, 0, 0);
        gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition);

        // Draw house
        gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); // House
        gl.drawArrays(gl.TRIANGLES, 4, 3); // Roof
        gl.drawArrays(gl.TRIANGLE_FAN, 7, 4); // Chimney
    }

    drawScene();
</script>
</body>
</html>

Check if all of the following conditions are true:

HTML Render

Rendering the webpage gives the following image: b''

LLM Generation

Query

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

Output

cannot identify image file <_io.BytesIO object at 0x7fc1dcac2e00>

LLM Generation

Query

Does this answer say that there is a picture of a house with a chimney "cannot identify image file <_io.BytesIO object at 0x7fc1dcac2e00>"? 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