diff --git a/testing/web-platform/tests/webxr/resources/webxr_math_utils.js b/testing/web-platform/tests/webxr/resources/webxr_math_utils.js
new file mode 100644
index 000000000000..bb55fb729786
--- /dev/null
+++ b/testing/web-platform/tests/webxr/resources/webxr_math_utils.js
@@ -0,0 +1,61 @@
+// |matrix| - Float32Array, |input| - point-like dict (must have x, y, z, w)
+let transform_point_by_matrix = function(matrix, input) {
+ return {
+ x : matrix[0] * input.x + matrix[4] * input.y + matrix[8] * input.z + matrix[12] * input.w,
+ y : matrix[1] * input.x + matrix[5] * input.y + matrix[9] * input.z + matrix[13] * input.w,
+ z : matrix[2] * input.x + matrix[6] * input.y + matrix[10] * input.z + matrix[14] * input.w,
+ w : matrix[3] * input.x + matrix[7] * input.y + matrix[11] * input.z + matrix[15] * input.w,
+ };
+}
+
+// Creates a unit-length quaternion.
+// |input| - point-like dict (must have x, y, z, w)
+let normalize_quaternion = function(input) {
+ const length_squared = input.x * input.x + input.y * input.y + input.z * input.z + input.w * input.w;
+ const length = Math.sqrt(length_squared);
+
+ return {x : input.x / length, y : input.y / length, z : input.z / length, w : input.w / length};
+}
+
+// |input| - point-like dict (must have x, y, z, w)
+let conjugate_quaternion = function(input) {
+ return {x : -input.x, y : -input.y, z : -input.z, w : input.w};
+}
+
+let multiply_quaternions = function(q1, q2) {
+ return {
+ w : q1.w * q2.w - q1.x * q2.x - q1.y * q2.y - q1.z * q2.z,
+ x : q1.w * q2.x + q1.x * q2.w + q1.y * q2.z - q1.z * q2.y,
+ y : q1.w * q2.y - q1.x * q2.z + q1.y * q2.w + q1.z * q2.x,
+ z : q1.w * q2.z + q1.x * q2.y - q1.y * q2.x + q1.z * q2.w,
+ }
+}
+
+// |point| - point-like dict (must have x, y, z, w)
+let normalize_perspective = function(point) {
+ if(point.w == 0 || point.w == 1) return point;
+
+ return {
+ x : point.x / point.w,
+ y : point.y / point.w,
+ z : point.z / point.w,
+ w : 1
+ };
+}
+
+// |quaternion| - point-like dict (must have x, y, z, w),
+// |input| - point-like dict (must have x, y, z, w)
+let transform_point_by_quaternion = function(quaternion, input) {
+ const q_normalized = normalize_quaternion(quaternion);
+ const q_conj = conjugate_quaternion(q_normalized);
+ const p_in = normalize_perspective(input);
+
+ // construct a quaternion out of the point (take xyz & zero the real part).
+ const p = {x : p_in.x, y : p_in.y, z : p_in.z, w : 0};
+
+ // transform the input point
+ const p_mul = multiply_quaternions( q_normalized, multiply_quaternions(p, q_conj) );
+
+ // add back the w component of the input
+ return { x : p_mul.x, y : p_mul.y, z : p_mul.z, w : p_in.w };
+}
diff --git a/testing/web-platform/tests/webxr/xrRay_matrix.https.html b/testing/web-platform/tests/webxr/xrRay_matrix.https.html
index 3c9cea0849f7..85d7bffb87b7 100644
--- a/testing/web-platform/tests/webxr/xrRay_matrix.https.html
+++ b/testing/web-platform/tests/webxr/xrRay_matrix.https.html
@@ -3,31 +3,10 @@
+
+
+
+
+
+
+