Finally figured it out with help on reddit, this makes it so that the output of POSITION will give the same outcome as no vertex manipulation in the shader, making it so that I can manipulate the mesh based on the screen position.
vec4 vert = vec4(VERTEX, 1.0);
vert = MODELVIEW_MATRIX * vert;
vert = PROJECTION_MATRIX * vert;
POSITION = vert;