### Godot version

4.0 rc2

### System information

Windows 10, Vulkan, GTX 1070

### Issue description

Parallax occlusion mapping does not show in stereoscopic 3D, the shader seems to not be using individual eye positions like it does in 3.5. 




### Steps to reproduce

See attached project

### Minimal reproduction project

[VR test scene.zip](https://github.com/godotengine/godot/files/10750730/VR.test.scene.zip)

MutexLock lock(material_mutex);
	if (_is_initialized() && !element.in_list()) {
		dirty_materials.add(&element);
	}
}
bool BaseMaterial3D::_is_shader_dirty() const {
	MutexLock lock(material_mutex);
	return element.in_list();
}
void BaseMaterial3D::set_albedo(const Color &p_albedo) {
	albedo = p_albedo;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->albedo, p_albedo);
}
Color BaseMaterial3D::get_albedo() const {
	return albedo;
}
void BaseMaterial3D::set_specular(float p_specular) {
	specular = p_specular;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->specular, p_specular);
}
float BaseMaterial3D::get_specular() const {
	return specular;
}
void BaseMaterial3D::set_roughness(float p_roughness) {
	roughness = p_roughness;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->roughness, p_roughness);
}
float BaseMaterial3D::get_roughness() const {