Aaaaand there we go. I figured it out. Dumb like i am it is soooo easy. Only needed to put the "UV-manipulation" directly in the proximty function. AND IT WORKED!!!
float proximity_fade;{
vec4 refractionTexture = triplanar_texture(TextureParameterTriplanarRefraction, triplanar_power_normal, triplanar_pos + TIME * 0.006);
vec3 nmap = texture(normalmap, UV + TIME * sparkles_speed * 0.001).rgb;
float __depth_tex = texture(depth_tex_frg_2, refract_uv(SCREEN_UV, refraction_strength * 0.1, refractionTexture.rgb)).r;
vec4 __depth_world_pos = INV_PROJECTION_MATRIX * vec4(vec3(SCREEN_UV, __depth_tex) * 2.0 - 1.0, 1.0);
__depth_world_pos.xyz /= __depth_world_pos.w;
proximity_fade = clamp(1.0 - smoothstep(__depth_world_pos.z + fade_distance, __depth_world_pos.z, VERTEX.z), 0.0, 1.0);
}