rawShaderMaterial with logarithmicDepthBuffer renderer

Im using three@0.109.0 library,

Turning the logarithmicDepthBuffer on fixed some issue, but the shader now renders behind, despite trying to update it. ( it may be due to outdated libraries )

 vertexShader: `
// Set the precision for data types used in this shader
precision highp float;
precision highp int;

#include <common>
#include <logdepthbuf_pars_vertex>

      uniform mat4 modelViewMatrix;
      uniform mat4 projectionMatrix;
      attribute vec3 position;
      attribute vec3 color;
    
      attribute vec3 offset;
        attribute float a;
        attribute float count;
      varying vec3 vColor;
      varying vec3 pos;
      varying vec3 off;
      varying float alpha;
      varying float cnt;
      void main() {
        vColor = color;
        pos=vec3(offset + position);
        off=offset;
        alpha = a;
        cnt=count;
        gl_Position = projectionMatrix * modelViewMatrix * vec4( pos, 1.0 );
    #include <logdepthbuf_vertex>


      }
    `,
    fragmentShader: `

      precision highp float;
      precision highp int;


#include <common>
#include <logdepthbuf_pars_fragment>

      varying vec3 vColor;
      varying vec3 pos;
      varying vec3 off;
      varying float alpha;
      varying float cnt;
      float map(float value, float inMin, float inMax, float outMin, float outMax) {
        return outMin + (outMax - outMin) * (value - inMin) / (inMax - inMin);
      }
      void main() {
      	#include <logdepthbuf_fragment>

        float dis = distance(pos,off);
        float mapped =  map(dis, BOX_SIZE / 2.0, BOX_DIAGONAL / 2.0, 0.35, 0.85);
        float transparency =  mix(.15, .75, alpha);
        gl_FragColor = vec4(vColor, mapped * transparency);
      }`,```

I may be missing an import, do i need specifically to import <logdepthbuf_fragment> and co?

I needed to import shaderChunk and define USE_LOGDEPTHBUF: