Why is the PerspectiveCamera ineffective when using RawShaderMaterial?

var vertexShader='precision highp float;

// Attributes
attribute vec3 position;
attribute vec4 color;
attribute vec3 normal;

// Varying
varying vec4 v_color;

void main(void) {
    gl_Position = vec4(position, 1.0);
    v_color = color;
}'

var fragmentShader='precision highp float;

// Varying
varying vec4 v_color;

void main(void) {
    gl_FragColor = v_color;
}'


private _vertices = new Float32Array([

    0, 0, 0.5, //顶点1坐标

    0.5,0 , 0.5, //顶点2坐标

    0, 0.5,0.5 , //顶点3坐标

    0.5, 0.5, 0.5, //顶点4坐标

  ])

  private _colors = new Float32Array([
    1, 0, 0,1, //顶点1颜色
    0, 1, 0,1, //顶点2颜色
    0, 0, 1,1, //顶点3颜色
    1, 1, 1,1, //顶点4颜色
  ])

  private _normals = new Float32Array([
    0, 0, 0, //顶点1颜色
    0, 0, 0, //顶点2颜色
    0, 0, 0, //顶点3颜色
    0, 0, 0, //顶点4颜色
  ])

  private _indexs = new Uint16Array([
    0, 1, 2,
    2,1,3
  ])

var material = new THREE.RawShaderMaterial( {
      vertexShader: vertexShader,
      fragmentShader: fragmentShader
  } )


var _geometry=new BufferGeometry()
_geometry.attributes.position = new THREE.BufferAttribute(this._vertices, 3)
_geometry.attributes.color = new THREE.BufferAttribute(this._colors, 4)
_geometry.attributes.normal=new THREE.BufferAttribute(this._normals, 3)
_geometry.index = new THREE.BufferAttribute(this._indexs, 1)

var cube = new THREE.Mesh(this._geometry,material1)
this._scene.add(cube)


var Camera=new THREE.PerspectiveCamera( Math.PI / 4.0, this.width / this.height, 0.1, 1000 )

doRender() : void{
    this._render.render(this._scene, Camera)
  }

private doMouseWheel = (evt)=>{
    Camera.position.x+=evt.wheelDelta*0.01
    Camera.updateProjectionMatrix()
  }

The main codes are as follows,
When I slide the mouse wheel, cube didn’t move with Camera.position,Why is it ineffective for RawShaderMaterial?Other Material such as MeshBasicMaterial can work.

Hi!
Have a look at the source code of this example: three.js examples

Note, what uniforms it has in its vertexShaders and how the line for gl_Position looks like.