Shaders, Multiple Windows and setting appropriate camera pos

I have a two screen game that runs a shader on the terrain. The two windows display the terrain from the camera view of each player. The terrain shader textures and applies fog to the terrain.

The shader needs the “eye position” which will be the values from
base.camList[0/1].The input is set in a task that runs every frame.

How can I set the shader input so that it reflects the camera position for the window it is rendering to?

I don’t believe that’s possible. You could modify the shader so that instead of passing in eye position (which the shader uses to calculate some distance for the fogginess), you can use the trans_model_to_view matrix to translate the point in the vertex shader, then use the Y component for the distance.