# Using shader x, y, z coordinates relative to the tilted object and not the scene in Three JS

**URL:** <https://discourse.threejs.org/t/using-shader-x-y-z-coordinates-relative-to-the-tilted-object-and-not-the-scene-in-three-js/43795>\
**Category:** Questions\
**Tags:** points, shader-material, animation, shaders\
**Created:** [October 19, 2022, 5:04pm UTC](https://discourse.threejs.org/t/using-shader-x-y-z-coordinates-relative-to-the-tilted-object-and-not-the-scene-in-three-js/43795 "2022-10-19T17:04:29Z")\
**Posts on this page:** 1\
**Showing post:** 3

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**Author:** ![prisoner849](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/prisoner849/32/535_2.png) [@prisoner849](https://discourse.threejs.org/u/prisoner849)\
**Post date:** [October 19, 2022, 8:11pm UTC](https://discourse.threejs.org/t/using-shader-x-y-z-coordinates-relative-to-the-tilted-object-and-not-the-scene-in-three-js/43795/3 "2022-10-19T20:11:24Z")

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I would go with modification of `PointsMaterial` (not `MeshXXXMaterial` or `ShaderMaterial`), with `Points`: [https://codepen.io/prisoner849/pen/RwyzrVj?editors=0010](https://codepen.io/prisoner849/pen/RwyzrVj?editors=0010)

 ![изображение](https://canada1.discourse-cdn.com/flex035/uploads/threejs/original/3X/7/a/7a6b40d8464555c284e4479c271842e84cd15f9d.png)

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_[View the full topic](https://discourse.threejs.org/t/using-shader-x-y-z-coordinates-relative-to-the-tilted-object-and-not-the-scene-in-three-js/43795)._
