Vertex shader for landscape

Ok, now it’ more clear, thank you. Could you clarify one more thing - lets say that i’m using custom uv chanel to tile all of the texture ( global tiling), but i want to additionally have the possibility to tile each texture separately, so i will multiply by parameter after each texcoord that hooked on texture sampler, i’ve read somewhere that if you are using vertex shader the ideal variant is that you doesn’t do any math after texcoord that hooked up on texture sample - all math are calculated on custom uv and you plug clean texcoord on Texture sample ( solely for selecting appropriate custom UV chanel if you are using several). Is it true that additional math that doesn’t run on custom UV input is costing a lot more than the same math on pixel shader?