Shader material with morph targets

I tried to use shadermaterial with morph targets, with shadermaterial I just want to change the look of the object,not its geometry. I have not been successful in doing that. The morph targets stop working if I use shadermaterial . Is this a bug? how can I get away with this …

I have not found any solution or question asked about this

I used this vertex shader before

'varying vec2 vUv;\
		uniform float morphTargetInfluences[ 8 ];\
		void main() {\
			vUv = uv;\
			vec3 morphed = vec3( 0.0 );\
			\n#ifdef USE_MORPHTARGETS\n\
			morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\
			morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\
			morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\
			morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\
			morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\
			morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\
			morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\
			morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\
			\n#endif\n\
			morphed += position;\
			gl_Position = projectionMatrix * (modelViewMatrix * vec4( morphed, 1.0 ));\
		}'

these days it might need few tweaks (edit: specifically, after this pull request)