 {
     vec3 uv = vec3(u_MetallicRougnessSpecularTextureUVSet < 1 ? v_UVCoord1 : v_UVCoord2, 1.0);
     #ifdef HAS_METALLICROUGHNESSSPECULAR_UV_TRANSFORM
-    uv *= u_SheenUVTransform;
+    uv *= u_MetallicRoughnessUVTransform;
     #endif
     return uv.xy;
 }

{
    vec3 uv = vec3(u_ClearcoatRoughnessUVSet < 1 ? v_UVCoord1 : v_UVCoord2, 1.0);
    #ifdef HAS_CLEARCOATROUGHNESS_UV_TRANSFORM
    uv *= u_ClearcoatUVRoughnessTransform;
    #endif
    return uv.xy;
}


uniform sampler2D u_ClearcoatRoughnessSampler;
uniform int u_ClearcoatRoughnessUVSet;
uniform mat3 u_ClearcoatRoughnessUVTransform;

uniform sampler2D u_ClearcoatNormalSampler;
uniform int u_ClearcoatNormalUVSet;
uniform mat3 u_ClearcoatNormalUVTransform;

//sheen
uniform sampler2D u_sheenColorIntensitySampler;
