### 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
scale = 50;
		} break;
		case RS::VIEWPORT_SDF_SCALE_25_PERCENT: {
			scale = 25;
		} break;
		default: {
			scale = 100;
		} break;
	}
	rt->process_size = size * scale / 100;
	rt->process_size.x = MAX(rt->process_size.x, 1);
	rt->process_size.y = MAX(rt->process_size.y, 1);
	tformat.format = RD::DATA_FORMAT_R16G16_SINT;
	tformat.width = rt->process_size.width;
	tformat.height = rt->process_size.height;
	tformat.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
	rt->sdf_buffer_process[0] = RD::get_singleton()->texture_create(tformat, RD::TextureView());
	rt->sdf_buffer_process[1] = RD::get_singleton()->texture_create(tformat, RD::TextureView());
	tformat.format = RD::DATA_FORMAT_R16_SNORM;
	tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
	rt->sdf_buffer_read = RD::get_singleton()->texture_create(tformat, RD::TextureView());
	{
		Vector<RD::Uniform> uniforms;
		{
			RD::Uniform u;
			u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
			u.binding = 1;
			u.append_id(rt->sdf_buffer_write);
			uniforms.push_back(u);
		}