     vec3 uv = vec3(u_SpecularGlossinessUVSet < 1 ? v_texcoord_0 : v_texcoord_1, 1.0);
 
 #ifdef HAS_SPECULARGLOSSINESS_UV_TRANSFORM
-    uv *= u_SpecularGlossinessUVTransform;
+    uv = u_SpecularGlossinessUVTransform * uv;
 #endif
 
     return uv.xy;

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

#ifdef HAS_NORMAL_UV_TRANSFORM
    uv *= u_NormalUVTransform;
#endif

    return uv.xy;

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

#ifdef HAS_BASECOLOR_UV_TRANSFORM
    uv = u_BaseColorUVTransform * uv;
#endif

    return uv.xy;
