### Godot version

4.2.dev3

### System information

Godot v4.2.dev3 - Arch Linux #0~20230811.g489fabdc SMP PREEMPT_DYNAMIC Sat Aug 12 02:04:20 UT - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 (nvidia; 535.98) - Intel(R) Core(TM) i5-9300H CPU @ 2.40GHz (8 Threads)

### Issue description

After turning on 2d hdr and font msdf at the same time, there is a problem with ui text rendering.

2d hdr off:
![图片](https://github.com/godotengine/godot/assets/52148221/37074fde-a0ce-4d3f-8bfc-dcf3f910cb12)
2d hdr on:
![图片](https://github.com/godotengine/godot/assets/52148221/b858899c-e08f-4bac-b0d6-4385d9a46114)


### Steps to reproduce

1. Open msdf for default font or custom font.
2. Turn on 2d hdr.
3. Add a Label node and enter text, the text rendering is destroyed.

### Minimal reproduction project

N/A
actions.base_texture_binding_index = 1;
		actions.texture_layout_set = MATERIAL_UNIFORM_SET;
		actions.base_uniform_string = "material.";
		actions.default_filter = ShaderLanguage::FILTER_LINEAR;
		actions.default_repeat = ShaderLanguage::REPEAT_DISABLE;
		actions.base_varying_index = 4;
		actions.global_buffer_array_variable = "global_shader_uniforms.data";
		shader.compiler.initialize(actions);
	}
	{ 
		Vector<String> versions;
		versions.push_back("\n#define MODE_SHADOW\n"); 
		versions.push_back("\n#define MODE_SDF\n"); 
		shadow_render.shader.initialize(versions);
		{
			Vector<RD::AttachmentFormat> attachments;
			RD::AttachmentFormat af_color;
			af_color.format = RD::DATA_FORMAT_R32_SFLOAT;
			af_color.usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
			attachments.push_back(af_color);
			RD::AttachmentFormat af_depth;
			af_depth.format = RD::DATA_FORMAT_D32_SFLOAT;
			af_depth.usage_flags = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
			attachments.push_back(af_depth);
			shadow_render.framebuffer_format = RD::get_singleton()->framebuffer_format_create(attachments);
		}
		{
			Vector<RD::AttachmentFormat> attachments;
			RD::AttachmentFormat af_color;
			af_color.format = RD::DATA_FORMAT_R8_UNORM;