vendor/ar.js
function updateUvs(modelViewMatrix, cameraProjectionMatrix){
		var transformedUv = new THREE.Vector3()
                originalsFaceVertexUvs[0].forEach(function(faceVertexUvs, faceIndex){
                        faceVertexUvs.forEach(function(originalUv, uvIndex){
                                // set transformedUv - from UV coord to clip coord
                                transformedUv.x = originalUv.x * 2.0 - 1.0;
                                transformedUv.y = originalUv.y * 2.0 - 1.0;
                                transformedUv.z = 0
        			// apply modelViewMatrix and projectionMatrix
        			transformedUv.applyMatrix4( modelViewMatrix )
        			transformedUv.applyMatrix4( cameraProjectionMatrix )
        			// apply perspective
        			transformedUv.x /= transformedUv.z
        			transformedUv.y /= transformedUv.z
                                // set back from clip coord to Uv coord
                                transformedUv.x = transformedUv.x / 2.0 + 0.5;
                                transformedUv.y = transformedUv.y / 2.0 + 0.5;
                                // copy the trasnformedUv into the geometry
                                cloakMesh.geometry.faceVertexUvs[0][faceIndex][uvIndex].set(transformedUv.x, transformedUv.y)
                        })
                })
        
                // cloakMesh.geometry.faceVertexUvs = faceVertexUvs
                cloakMesh.geometry.uvsNeedUpdate = true
        }
function updateUvs(modelViewMatrix, cameraProjectionMatrix){
		var transformedUv = new THREE.Vector3()
                originalsFaceVertexUvs[0].forEach(function(faceVertexUvs, faceIndex){
                        faceVertexUvs.forEach(function(originalUv, uvIndex){
                                // set transformedUv - from UV coord to clip coord
                                transformedUv.x = originalUv.x * 2.0 - 1.0;
                                transformedUv.y = originalUv.y * 2.0 - 1.0;
                                transformedUv.z = 0
        			// apply modelViewMatrix and projectionMatrix
        			transformedUv.applyMatrix4( modelViewMatrix )
        			transformedUv.applyMatrix4( cameraProjectionMatrix )
        			// apply perspective
        			transformedUv.x /= transformedUv.z
        			transformedUv.y /= transformedUv.z
                                // set back from clip coord to Uv coord
                                transformedUv.x = transformedUv.x / 2.0 + 0.5;
                                transformedUv.y = transformedUv.y / 2.0 + 0.5;
                                // copy the trasnformedUv into the geometry
                                cloakMesh.geometry.faceVertexUvs[0][faceIndex][uvIndex].set(transformedUv.x, transformedUv.y)
                        })
                })
        
                // cloakMesh.geometry.faceVertexUvs = faceVertexUvs
                cloakMesh.geometry.uvsNeedUpdate = true
        }
update cloakMesh