# Validation — Lightkeeper's Atelier / Kimi K3.1 Pro

**Status: failed technical validation.** This artifact is published as inspectable failed-run evidence, not as a working 3D Atelier or a rubric pass.

## Artifact and environment

| Item | Value |
| --- | --- |
| Artifact | `index.html`, 9,325 bytes, one inline script, closing `</html>` present |
| SHA-256 | `07f153396c61bc6474356a367833b91afff79f20c39adc9d5c59b94f6ecff55a` |
| Source | Complete closing response from fresh tool-free generation agent `43c658ed-2064-4a44-ae28-e8e807b9564e`; restored and published without operator code changes |
| Browser | Google Chrome 155.0.8059.84, headless CDP, Node v22.23.3 |
| Loads | Offline `file://`, 1280×720 and 390×844 |

These are post-delivery operator checks, not authoring-agent claims or a complete rubric adjudication. A later fresh generation attempt (`2795d608-74b4-4f73-b4e4-27ea7aaf4a7c`) exhausted its response room without a closing document. It supplied no replacement artifact. The complete closing document below remains published so the failed result is inspectable rather than hidden or repaired.

## Targeted reviewer checks

| Check | Result | Evidence |
| --- | --- | --- |
| Complete standalone document | Pass | Doctype and closing `</html>` present; inline JavaScript parsed with `new Function`; no external assets or network APIs |
| Offline HTML shell | Pass, limited | One canvas and the control shell loaded at both viewport sizes with no horizontal overflow, runtime exceptions, console errors, or external requests. This does not establish a working render |
| Vertex and fragment compilation | Pass | Both attached shaders reported `COMPILE_STATUS = true` with empty compiler logs |
| WebGL program link | **Fail** | `LINK_STATUS = false`. Program log: `Precisions of uniform 'uS' differ between VERTEX and FRAGMENT shaders.` The vertex shader's default float precision and fragment shader's `mediump` precision do not match for the shared uniform |
| Intended 3D scene | **Fail** | No linked program is available for the scene's draw calls. The lantern, sample materials, glass, light response, and shadows therefore cannot be represented as a working rendered scene |
| Scene data and control presence | Informational only | Runtime data contained 15 objects, four pane definitions, four labels, four equal-scale sample definitions, six enabled buttons, and one azimuth slider. Their presence is not evidence that the corresponding visuals work |
| Desktop/mobile layout shell | Pass, limited | The document and controls fit 1280×720 and 390×844; this is not a visual or interaction pass for the failed WebGL scene |

## Limits and unchecked items

- No numeric score or rubric passage is claimed. The shader-link failure prevents meaningful visual validation of geometry, materials, lighting, glass, shadows, Sweep, Beauty/Neutral, or camera behavior.
- Screenshots were captured but not visually reviewed. A clean JavaScript console and a non-overflowing HTML shell must not be mistaken for a successful WebGL render.
- The artifact was not patched to fix the precision mismatch. Preserving the failed source is intentional and keeps the generation evidence reproducible.
