     vec3 uv = vec3(u_BaseColorUVSet < 1 ? v_texcoord_0 : v_texcoord_1, 1.0);
 
 #ifdef HAS_BASECOLOR_UV_TRANSFORM
-    uv *= u_BaseColorUVTransform;
+    uv = u_BaseColorUVTransform * uv;
 #endif
 
     return uv.xy;

{
    vec3 uv = vec3(u_ThicknessUVSet < 1 ? v_texcoord_0 : v_texcoord_1, 1.0);
#ifdef HAS_THICKNESS_UV_TRANSFORM
    uv *= u_ThicknessUVTransform;
#endif
    return uv.xy;
}

#endif

{
    vec3 uv = vec3(u_SheenColorUVSet < 1 ? v_texcoord_0 : v_texcoord_1, 1.0);
#ifdef HAS_SHEENCOLOR_UV_TRANSFORM
    uv = u_SheenColorUVTransform * uv;
#endif
    return uv.xy;
}
