 {
     vec3 uv = vec3(u_TransmissionUVSet < 1 ? v_texcoord_0 : v_texcoord_1, 1.0);
 #ifdef HAS_TRANSMISSION_UV_TRANSFORM
-    uv *= u_TransmissionUVTransform;
+    uv = u_TransmissionUVTransform * uv;
 #endif
     return uv.xy;
 }

{
    vec3 uv = vec3(u_SpecularColorUVSet < 1 ? v_texcoord_0 : v_texcoord_1, 1.0);
#ifdef HAS_SPECULARCOLOR_UV_TRANSFORM
    uv *= u_SpecularColorUVTransform;
#endif
    return uv.xy;
}

    vec3 uv = vec3(u_DiffuseUVSet < 1 ? v_texcoord_0 : v_texcoord_1, 1.0);

#ifdef HAS_DIFFUSE_UV_TRANSFORM
    uv = u_DiffuseUVTransform * uv;
#endif

    return uv.xy;
