### Godot version

v4.1.rc2.official [46424488e]

### System information

Godot v4.1.rc2 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (NVIDIA; 31.0.15.2802) - Intel(R) Core(TM) i5-10400F CPU @ 2.90GHz (12 Threads)

### Issue description

The native shader generated from (for example) a canvas_item shader has some modified floating point litterals. For example, in the following function, the "43758.5453" becomes "43758.5".

float rand(vec2 x) {
    return fract(cos(mod(dot(x, vec2(13.9898, 8.141)), 3.14)) * 43758.5453);
}

It is probably not a problem in most cases, but Material Maker generates both Godot shaders to preview results and compute shaders to render them to textures (and the end results are not the same). I can workaround the problem (by making sure float literals are not "too precise") for shaders that are provides with Material Maker, but it will remain for user-defined shaders.

### Steps to reproduce

Open the attached project
Open shader_example.tres material
Open the shader in the shader editor
Inspect native code for the material and select the fragment tab

![image](https://github.com/godotengine/godot/assets/6957908/66a8b99a-8c77-43c1-aa67-d768579d0387)


### Minimal reproduction project

[floating_point_literal_bug.zip](https://github.com/godotengine/godot/files/11924814/floating_point_literal_bug.zip)

uniform_names.push_back(E.key);
			}
			uniform_names.sort_custom<StringName::AlphCompare>(); 
			for (int k = 0; k < uniform_names.size(); k++) {
				StringName uniform_name = uniform_names[k];
				const SL::ShaderNode::Uniform &uniform = pnode->uniforms[uniform_name];
				String ucode;
				if (uniform.scope == SL::ShaderNode::Uniform::SCOPE_INSTANCE) {
					
					p_actions.uniforms->insert(uniform_name, uniform);
					continue; 
				}
				if (uniform.hint == SL::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
						uniform.hint == SL::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
						uniform.hint == SL::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
					continue; 
				}
				if (SL::is_sampler_type(uniform.type)) {
					
					if (!RS::get_singleton()->is_low_end()) {
						ucode = "layout(set = " + itos(actions.texture_layout_set) + ", binding = " + itos(actions.base_texture_binding_index + uniform.texture_binding) + ") ";
					}
					ucode += "uniform ";
				}
				bool is_buffer_global = !SL::is_sampler_type(uniform.type) && uniform.scope == SL::ShaderNode::Uniform::SCOPE_GLOBAL;
				if (is_buffer_global) {
					
					ucode += _typestr(ShaderLanguage::TYPE_UINT);
				} else {
					ucode += _prestr(uniform.precision, ShaderLanguage::is_float_type(uniform.type));