You would need to replace the “world to tangent” transform with an “InverseTransformMatrix” node and supply the updated axes.
Instead of just using the tangent vectors, you would need to transform the tangent vectors into the rotated space. Or you could also try “rotating” the transformed cameravector around 0,0,0 (and remember to add back to the input “position” if not using in world position offset input which does not). Which is easier may depend on how you generate the rotated vectors in the first place. Is it some kind of pseudo random rotation vector thing?