This takes me back to the days of VRML[0]
That said, they're all pretty low level. I specifically do not want users doing wholesale scene design in a hand-written script format. For the work I want to do, that's what a 3D modeling package like Blender is for, and as hard was Blender is to use, it's a lot easier to get a non-trivial scene working with it than hand-writing XML code. My Live-Editable 3D Environment demo is more of a stop-gap for a much more drag-and-drop experience I'm planning for the future.
The goal (and I'm certainly not there yet, but I've been making pretty fast progress) is to make something more akin to a Window Manager for VR. In the same way that DWM on Windows or X on Unix provide a higher level of abstraction for GUI elements beyond raw graphics primitives, I want to be able to provide a set of GUI elements that are useful for adapting HTML forms in VR. With Primrose, you shouldn't have to model a button that a user can click unless you have a specific need to completely redesign a button. There should be a button already that you can place on your scene/form with the same ease you would an HTML button in the DOM.
Long-story short, I'm trying to make the VB6 of WebVR.
[1] https://github.com/KhronosGroup/glTF