                 
                 let currentAttitude = motion.attitude
 
-//                var orientationMuliplier = 1.0
-//                if UIApplication.shared.statusBarOrientation == UIInterfaceOrientation.landscapeRight {
-//                    orientationMuliplier = -1.0
-//                }
+                if UIApplication.shared.statusBarOrientation == UIInterfaceOrientation.landscapeRight {
+                    
+                    self.leftCameraRollNode.eulerAngles.z = Float(currentAttitude.pitch)
+                    self.rightCameraRollNode.eulerAngles.z = Float(currentAttitude.pitch)
+                    
+                    self.leftCameraPitchNode.eulerAngles.x = Float(-currentAttitude.roll)
+                    self.rightCameraPitchNode.eulerAngles.x = Float(-currentAttitude.roll)
+                    
+                    self.leftCameraYawNode.eulerAngles.y = Float(currentAttitude.yaw)
+                    self.rightCameraYawNode.eulerAngles.y = Float(currentAttitude.yaw)
+                    
+                } else {
                 
-//                print(orientationMuliplier)
-                
-                self.leftCameraRollNode.eulerAngles.z = Float(-currentAttitude.roll)
-                self.rightCameraRollNode.eulerAngles.z = Float(-currentAttitude.roll)
-                
-                self.leftCameraPitchNode.eulerAngles.x = Float(currentAttitude.pitch)
-                self.rightCameraPitchNode.eulerAngles.x = Float(currentAttitude.pitch)
-                
-                self.leftCameraYawNode.eulerAngles.y = Float(currentAttitude.yaw)
-                self.rightCameraYawNode.eulerAngles.y = Float(currentAttitude.yaw)
+                    self.leftCameraRollNode.eulerAngles.z = Float(-currentAttitude.roll)
+                    self.rightCameraRollNode.eulerAngles.z = Float(-currentAttitude.roll)
+                    
+                    self.leftCameraPitchNode.eulerAngles.x = Float(currentAttitude.pitch)
+                    self.rightCameraPitchNode.eulerAngles.x = Float(currentAttitude.pitch)
+                    
+                    self.leftCameraYawNode.eulerAngles.y = Float(currentAttitude.yaw)
+                    self.rightCameraYawNode.eulerAngles.y = Float(currentAttitude.yaw)
+                }
             }
         }
     }

        isFullScreen = isForFullScreen
        setNeedsLayout()
        
//        if (isFullScreen) {
//            print("xxx")
//            playerNode?.rotation = SCNVector4(x: 0, y: 0, z: 1, w: Float(M_PI_2))
//        } else {
//            print("sss")
//            playerNode?.rotation = SCNVector4Zero
//            
//        }
    }
    
    func switchMode() {

        leftSceneView.pointOfView = leftCameraNode
        rightSceneView.pointOfView = rightCameraNode
        
    }
    
    /// Create focal spot
