How does shader language POSITION work?

I created a planeMesh, and applied ShaderMaterial to it with the shader described below

I don’t understand how POSITION works, and what difference it has from VERTEX.

This PlaneMesh is now always in front of the camera, and I don’t understand how this happened.

a shader code is:

shader_type spatial;
render_mode unshaded;

void vertex() {	
	
	POSITION = vec4(VERTEX.xy, 1.0, 1.0);
	
}

void fragment() {
	
}

Vertex in local coordinates.

inout vec3 VERTEX

If written to, overrides final vertex position.

out vec4 POSITION