The animations of the external model is not available when i use the 'shaderMaterial'

I load a heart model, and i use the ‘ShaderMaterial’ for it. Unfortunately, the ‘heartBeat’ action does not work out anything when i play it. But ,when i use other material , like ‘MeshBasicMaterial’, etc. The ‘heart Beat’ action can work well, here is some code abstract about the animation and material.

 
  let uniforms= {
        coeficient: {
          type: "f",
          value: 1.0
        },
        power: {
          type: "f",
          value: 0.2
        },
        glowColor: {
          type: "c",
          value: new THREE.Color("red")
        }
      };
 
 let vertexShader = [
      'varying vec3    vVertexWorldPosition;',
      'varying vec3    vVertexNormal;',
      'varying vec4    vFragColor;',
      'void main(){',
      '    vVertexNormal    = normalize(normalMatrix * normal);',//将法线转换到视图坐标系中
      '    vVertexWorldPosition    = (modelMatrix * vec4(position, 1)).xyz;',//将顶点转换到世界坐标系中
      '    // set gl_Position',
      '    gl_Position    = projectionMatrix * modelViewMatrix * vec4(position, 1);',
      '}'
 
    ].join('\n');
 
 let fragmentShader= [
        'uniform vec3    glowColor;',
        'uniform float    coeficient;',
        'uniform float    power;',
 
        'varying vec3    vVertexNormal;',
        'varying vec3    vVertexWorldPosition;',
 
        'varying vec4    vFragColor;',
 
        'void main(){',
        '    vec3 worldCameraToVertex= vVertexWorldPosition - cameraPosition;',    //世界坐标系中从相机位置到顶点位置的距离
        '    vec3 viewCameraToVertex    = (viewMatrix * vec4(worldCameraToVertex, 0.0)).xyz;',//视图坐标系中从相机位置到顶点位置的距离
        '    viewCameraToVertex    = normalize(viewCameraToVertex);',//规一化
        '    float intensity        = pow(coeficient + dot(vVertexNormal, viewCameraToVertex), power);',
        '    gl_FragColor        = vec4(glowColor, intensity);',
        '}'//vVertexNormal视图坐标系中点的法向量
        //viewCameraToVertex视图坐标系中点到摄像机的距离向量
        //dot点乘得到它们的夹角的cos值
        //从中心向外面角度越来越小(从钝角到锐角)从cos函数也可以知道这个值由负变正,不透明度最终从低到高
      ].join('\n');
 
 
let material = new THREE.ShaderMaterial({
      uniforms:uniforms,
      vertexShader:vertexShader,
      fragmentShader: fragmentShader,
      blending: THREE.NormalBlending,
      transparent: true,
      depthWrite: false
    });

thanks for your time, I am looking for some ideas