Figured it out! After a bit of reading, vertices in fragment shader are in VIEW space. Camera is VIEW->WORLD matrix. Further multiply by INV(WORLD) got the vertices in MODEL space.
I also needed to do some extra work with the noise shaders in the ShaderV package. I noticed even with correct verts I was getting some strange texture stretching in the Z-axis. After investigation into the shader code, I noticed that even though it states 3D noise, it only uses the .xy coordinates of the input vector. Changing that to .xyz gave the desired effect.

Thanks everyone for the pointers!