### 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
RID render_target_get_sdf_framebuffer(RID p_render_target);
	void render_target_sdf_process(RID p_render_target);
	virtual Rect2i render_target_get_sdf_rect(RID p_render_target) const override;
	virtual void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) override;
	bool render_target_is_sdf_enabled(RID p_render_target) const;
	virtual void render_target_set_vrs_mode(RID p_render_target, RS::ViewportVRSMode p_mode) override;
	virtual RS::ViewportVRSMode render_target_get_vrs_mode(RID p_render_target) const override;
	virtual void render_target_set_vrs_texture(RID p_render_target, RID p_texture) override;
	virtual RID render_target_get_vrs_texture(RID p_render_target) const override;
	virtual void render_target_set_override(RID p_render_target, RID p_color_texture, RID p_depth_texture, RID p_velocity_texture) override;
	virtual RID render_target_get_override_color(RID p_render_target) const override;
	virtual RID render_target_get_override_depth(RID p_render_target) const override;
	RID render_target_get_override_depth_slice(RID p_render_target, const uint32_t p_layer) const;
	virtual RID render_target_get_override_velocity(RID p_render_target) const override;
	RID render_target_get_override_velocity_slice(RID p_render_target, const uint32_t p_layer) const;
	virtual RID render_target_get_texture(RID p_render_target) override;
	RID render_target_get_rd_framebuffer(RID p_render_target);
	RID render_target_get_rd_texture(RID p_render_target);
	RID render_target_get_rd_texture_slice(RID p_render_target, uint32_t p_layer);
	RID render_target_get_rd_texture_msaa(RID p_render_target);
	RID render_target_get_rd_backbuffer(RID p_render_target);
	RID render_target_get_rd_backbuffer_framebuffer(RID p_render_target);
	RID render_target_get_framebuffer_uniform_set(RID p_render_target);
	RID render_target_get_backbuffer_uniform_set(RID p_render_target);
	void render_target_set_framebuffer_uniform_set(RID p_render_target, RID p_uniform_set);
	void render_target_set_backbuffer_uniform_set(RID p_render_target, RID p_uniform_set);
};
} 
#endif