= xrGLFactory.getSubImage(quadLayer2, frame);
          gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
          gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, glayer.colorTexture, 0);

          if (quadTexture2Width != 0 && quadTexture2Height != 0) {
            stereoUtil.blit(false, quadTexture2, 0, 0, 1, 1, quadTexture2Width, quadTexture2Height);
          }
        }
      }

      if (pose) {
        gl.bindFramebuffer(gl.FRAMEBUFFER, xrFramebuffer);
        scene.updateInputSo