Dear all,

I need to pass a custom model matrix to the vertex shader .Even though i pass the custom model matrix to the vertex shader, the output is not the expected.

vertex shader code

```
attribute vec3 position;
attribute vec3 normal;
uniform mat4 model;
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
varying vec3 Normal;
void main(){
Normal = mat3(model) * normal;
gl_Position = projectionMatrix * viewMatrix * model * vec4( position, 1.0 );
}
```

i create the custom model matrix:

```
uniforms = {
model: {
type: 'mat4',
value: 0
}
};
var geomery = new THREE.SphereGeometry( 1, 64, 64, );
var model = new THREE.Matrix4();
model.makeTranslation (1,1,3 );
uniforms.model.value = model;
var shaderMaterial = new THREE.RawShaderMaterial({
uniforms: uniforms,
vertexShader:document.getElementById( 'vertexshader' ).textContent,
fragmentShader: document.getElementById( 'fragmentshader' ).textContent
});
var sphere = new THREE.Mesh(geomery,shaderMaterial);
scene.add(sphere); // scene has created ealier in the actual code
```

The output is displays with out translation.Of couse i know that i can do this with sphere.position.set(1,1,3).But need to do this way(translating the model matrix) because i need to calculate the following at the vertex shader,

Normal = mat3(model) * normal;

To calculate the Normal parameter at the vertex shader model matrix need to be the translated one.

Thanks you,

Tharindu