Vertex shader with multiple camera

Hi,
i draw a landscape grid and i use 4 camera with 4 different pan, 0, 90,180,270

And i add a noise shader vertex as you can see here

but i am disappointed because the noise is not in function of the univers vertex position.
apparently is in function of the vertex position relative to the camera and not absolute

this the code ` if(doShader) {
myShader.begin();

    //we want to pass in some varrying values to animate our type / color
    myShader.setUniform1f("timeValX", ofGetElapsedTimef() * 0.1 );
    myShader.setUniform1f("timeValY", -ofGetElapsedTimef() * 0.18 );
    
    //we also pass in the mouse position
    //we have to transform the coords to what the shader is expecting which is 0,0 in the center and y axis flipped.
    myShader.setUniform2f("mouse", mouseX - ofGetWidth()/2, ofGetHeight()/2-mouseY );
}

camera1.begin(viewport1);
renderScene();
camera1.end();

camera2.begin(viewport2);
renderScene();
camera2.end();

camera3.begin(viewport3);
renderScene();
camera3.end();

camera4.begin(viewport4);
renderScene();
camera4.end();

 if(doShader) myShader.end(); `

Vertex Shader loook like that

//get our current vertex position so we can modify it
vec4 pos = (gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex);

//generate some noise values based on vertex position and the time value which comes in from our OF app
float noiseAmntX = snoise( vec4( pos.x / shaderPerlinFrequency, pos.y /shaderPerlinFrequency,pos.z /shaderPerlinFrequency,timeValX) )*shaderPerlinScale;
float noiseAmntY = snoise( vec4( pos.x /shaderPerlinFrequency, pos.y /shaderPerlinFrequency,pos.z /shaderPerlinFrequency,timeValY) )*shaderPerlinScale;
float noiseAmntZ = snoise( vec4( pos.x /shaderPerlinFrequency, pos.y /shaderPerlinFrequency,pos.z /shaderPerlinFrequency,-timeValY) )*shaderPerlinScale;

you need to apply the noise in the shader before transforming the vertex with the modelview and projection matrices or the coordinates will be relative to the camera as you are seeing

Yyeahhh,
Thanks you
it was excatly that
pos = gl_ProjectionMatrix * gl_ModelViewMatrix * pos;
after apply the noise

it’s now running so smoothly on a 4*1000 pixel scene
THanks again for OF
you make my life so easier

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