diff --git a/public/1-Cube.html b/public/1-Cube.html
index b901b365110fd6c1344db5e90c3cb6abd1ffbc6e..31107e4bad266a70fb4a514ebc31995723eda19e 100644
--- a/public/1-Cube.html
+++ b/public/1-Cube.html
@@ -4,7 +4,7 @@
   <meta charset="UTF-8">
   <meta name="viewport"
         content="width=device-width, user-scalable=no, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0">
-  <title>Cube Demo</title>
+  <title>Earth Globe Demo</title>
 
   <!-- three.js -->
   <script src="https://unpkg.com/three@0.126.0/build/three.js"></script>
@@ -13,7 +13,7 @@
 
 <!-- Starting an immersive WebXR session requires user interaction.
     We start this one with a simple button. -->
-<button onclick="activateXR()">Start Cube Demo</button>
+<button onclick="activateXR()">Start Earth Globe Demo</button>
 <script>
 async function activateXR() {
   // Add a canvas element and initialize a WebGL context that is compatible with WebXR.
@@ -23,7 +23,7 @@ async function activateXR() {
 
   const scene = new THREE.Scene();
 
-// Load the texture for the Earth globe.
+  // Load the texture for the Earth globe.
   const textureLoader = new THREE.TextureLoader();
   const texture = textureLoader.load('earth_texture.jpg');
 
@@ -44,44 +44,44 @@ async function activateXR() {
   });
   renderer.autoClear = false;
 
-// The API directly updates the camera matrices.
-// Disable matrix auto updates so three.js doesn't attempt
-// to handle the matrices independently.
-const camera = new THREE.PerspectiveCamera();
-camera.matrixAutoUpdate = false;
-
-// Initialize a WebXR session using "immersive-ar".
-const session = await navigator.xr.requestSession("immersive-ar");
-session.updateRenderState({
-  baseLayer: new XRWebGLLayer(session, gl)
-});
-
-// A 'local' reference space has a native origin that is located
-// near the viewer's position at the time the session was created.
-const referenceSpace = await session.requestReferenceSpace('local');
-
-// Create a render loop that allows us to draw on the AR view.
-const onXRFrame = (time, frame) => {
-  // Queue up the next draw request.
-  session.requestAnimationFrame(onXRFrame);
-
-  // Bind the graphics framebuffer to the baseLayer's framebuffer
-  gl.bindFramebuffer(gl.FRAMEBUFFER, session.renderState.baseLayer.framebuffer)
-
-  // Retrieve the pose of the device.
-  // XRFrame.getViewerPose can return null while the session attempts to establish tracking.
-  const pose = frame.getViewerPose(referenceSpace);
-  if (pose) {
-    // In mobile AR, we only have one view.
-    const view = pose.views[0];
-
-    const viewport = session.renderState.baseLayer.getViewport(view);
-    renderer.setSize(viewport.width, viewport.height)
-
-    // Use the view's transform matrix and projection matrix to configure the THREE.camera.
-    camera.matrix.fromArray(view.transform.matrix)
-    camera.projectionMatrix.fromArray(view.projectionMatrix);
-    camera.updateMatrixWorld(true);
+  // The API directly updates the camera matrices.
+  // Disable matrix auto updates so three.js doesn't attempt
+  // to handle the matrices independently.
+  const camera = new THREE.PerspectiveCamera();
+  camera.matrixAutoUpdate = false;
+
+  // Initialize a WebXR session using "immersive-ar".
+  const session = await navigator.xr.requestSession("immersive-ar");
+  session.updateRenderState({
+    baseLayer: new XRWebGLLayer(session, gl)
+  });
+
+  // A 'local' reference space has a native origin that is located
+  // near the viewer's position at the time the session was created.
+  const referenceSpace = await session.requestReferenceSpace('local');
+
+  // Create a render loop that allows us to draw on the AR view.
+  const onXRFrame = (time, frame) => {
+    // Queue up the next draw request.
+    session.requestAnimationFrame(onXRFrame);
+
+    // Bind the graphics framebuffer to the baseLayer's framebuffer.
+    gl.bindFramebuffer(gl.FRAMEBUFFER, session.renderState.baseLayer.framebuffer);
+
+    // Retrieve the pose of the device.
+    // XRFrame.getViewerPose can return null while the session attempts to establish tracking.
+    const pose = frame.getViewerPose(referenceSpace);
+    if (pose) {
+      // In mobile AR, we only have one view.
+      const view = pose.views[0];
+
+      const viewport = session.renderState.baseLayer.getViewport(view);
+      renderer.setSize(viewport.width, viewport.height);
+
+      // Use the view's transform matrix and projection matrix to configure the THREE.camera.
+      camera.matrix.fromArray(view.transform.matrix);
+      camera.projectionMatrix.fromArray(view.projectionMatrix);
+      camera.updateMatrixWorld(true);
 
     // Render the scene with THREE.WebGLRenderer.
     renderer.render(scene, camera)