Materials created with shadermaterial do not work when you turn on two sides?

I use shadermaterial to create an object without transparent top and bottom. It doesn’t seem to work when I turn on both sides. This is part of my code.

const geometry = new THREE.ExtrudeGeometry(shape, {
          depth: -height / 10,
          bevelSize: 0,
          bevelThickness: 0,
          bevelSegments: 0
        })
const texture = new THREE.TextureLoader().load('./flowMap1.png')
		texture.encoding = THREE.sRGBEncoding
		texture.wrapS = texture.wrapT = THREE.RepeatWrapping
		texture.wrapS = texture.wrapT = THREE.RepeatWrapping
		this.material = new THREE.ShaderMaterial({
			uniforms: {
				'color': {
					type: 'c',
					value: new THREE.Color(this.options.color)
				},
				'texture0': {
					type: 't',
					value: texture
				}
			},
			vertexShader: `
      
          #include <common>
          #include <fog_pars_vertex>
          #include <logdepthbuf_pars_vertex>

          varying vec2 vUv;
          varying vec3 vNomal;
          void main() {
            vUv = uv;
            vNomal = normal;
            vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
            vec4 mvPosition =  viewMatrix * worldPosition;
			      gl_Position = projectionMatrix * mvPosition;

            #include <logdepthbuf_vertex>
			      #include <fog_vertex>

          }
      `,
			fragmentShader: `

          #include <common>
          #include <fog_pars_fragment>
          #include <logdepthbuf_pars_fragment>

          uniform sampler2D texture0;
          uniform vec3 color;
          varying vec2 vUv;
          varying vec3 vNomal;

          void main() {

            #include <logdepthbuf_fragment>

            float opacity = 1.;
            vec4 map = texture2D(texture0, vUv /4.);
            vec4 muti = vec4(color, opacity) * map;
            
            if(abs(vNomal.y) > 0.95){
              muti = vec4(color, 0.);
            }
            gl_FragColor = muti;

            #include <tonemapping_fragment>
            #include <encodings_fragment>
            #include <fog_fragment>
          }

      `,
			transparent: true,
			side: 2
		})