dahasky Just connect TextureParameterTriplanar node like you initially did, and in the inspector under Shader Parameters you'll be able to adjust/animate the offset/scale. This is a bit more convenient than using pos.
If you want to use pos have in mind that the node expects object space pixel coordinate plugged here. Since vertex in the fragment shader is in view space, you'll need to transform it back to object space. You can do this by multiplying it with the inverse view matrix and then with the inverse model matrix. Add and/or multiply some vec3 uniform(s) to that and plug the result into pos.
Alternatively you can send object space vertex from vertex to fragment shader via a varying.