         #if defined(HAS_SPECULAR_GLOSSINESS_TEXTURE)
         vec2 specularGlossinessTexCoords = TEXCOORD_SPECULAR_GLOSSINESS;
           #ifdef HAS_SPECULAR_GLOSSINESS_TEXTURE_TRANSFORM
-          specularGlossinessCoords = computeTextureTransform(specularGlossinessTexCoords, u_specularGlossinessTextureTransform);
+          specularGlossinessTexCoords = computeTextureTransform(specularGlossinessTexCoords, u_specularGlossinessTextureTransform);
           #endif
 
         vec4 specularGlossiness = SRGBtoLINEAR4(texture2D(u_specularGlossinessTexture, specularGlossinessTexCoords));

    #if defined(HAS_EMISSIVE_TEXTURE)
    vec2 emissiveTexCoords = TEXCOORD_EMISSIVE;
        #ifdef HAS_EMISSIVE_TEXTURE_TRANSFORM
        emissiveCoords = computeTextureTransform(emissiveTexCoords, u_emissiveTextureTransform);
        #endif

    vec3 emissive = SRGBtoLINEAR3(texture2D(u_emissiveTexture, emissiveTexCoords).rgb);

        #if defined(HAS_METALLIC_ROUGHNESS_TEXTURE)
        vec2 metallicRoughnessTexCoords = TEXCOORD_METALLIC_ROUGHNESS;
            #ifdef HAS_METALLIC_ROUGHNESS_TEXTURE_TRANSFORM
            metallicRoughnessTexCoords = computeTextureTransform(metallicRoughnessTexCoords, u_metallicRoughnessTextureTransform);
            #endif

        vec3 metallicRoughness = texture2D(u_metallicRoughnessTexture, metallicRoughnessTexCoords).rgb;
