Problem is a bit ill defined since "angle between light and camera" makes not much sense.
Anyway. if I got I right what you want is basically a fake fresnel reflection of the light source. driving the blend ratio betwen two textures.
Well that's what common shaders like phong and blinn already claculate as a part of their shading equation. And it goes under name of "specular highlight". Minus fresnel part of course. So, by exploiting specular calculation you can build the shader without any vector math nodes.
Basically, make a black phong with broad and strong specular highlight. Multiply its output with the facing ratio ( output of samplerInfo ) and connect the result to "blender" attribute of a blendColors node. Of course you might want to remap the facing ratio thru a ramp for more control. The rest is obvious; fill in two texturers as color inputs of the blendColors node and connect it's output to the final material.
But honestly this is too much work with too little control in return since now you'll need to tweak the whole scene lighting and camera position just to get the glowing eyes. Wouldn't it be much easier to just keyframe the blending ratio as needed? Or even beter - render the eyes' alpha and do it all in post.