.canvas.width = gl.canvas.clientWidth * window.devicePixelRatio;
        gl.canvas.height = gl.canvas.clientHeight * window.devicePixelRatio;
      }
      window.addEventListener('resize', onResize);
      onResize();

      renderer = new Renderer(gl);
      scene.setRenderer(renderer);

      // Util for rendering stereo layers
      stereoUtil = new VRStereoUtil(gl);
    }

    function onSessionStarted(session) {
      xrSession = session;
      scene.inputRenderer.useProfileControllerMeshes(session);
