### 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
ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
	uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;
	uses_screen_texture = gen_code.uses_screen_texture;
	if (version.is_null()) {
		version = canvas_singleton->shader.canvas_shader.version_create();
	}
#if 0
	print_line("**compiling shader:");
	print_line("**defines:\n");
	for (int i = 0; i < gen_code.defines.size(); i++) {
		print_line(gen_code.defines[i]);
	}
	HashMap<String, String>::Iterator el = gen_code.code.begin();
	while (el) {
		print_line("\n**code " + el->key + ":\n" + el->value);
		++el;
	}
	print_line("\n**uniforms:\n" + gen_code.uniforms);
	print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);
	print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);
#endif
	canvas_singleton->shader.canvas_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines);
	ERR_FAIL_COND(!canvas_singleton->shader.canvas_shader.version_is_valid(version));
	ubo_size = gen_code.uniform_total_size;
	ubo_offsets = gen_code.uniform_offsets;
	texture_uniforms = gen_code.texture_uniforms;
	
	RD::PipelineColorBlendState::Attachment attachment;
	switch (blend_mode) {
		case BLEND_MODE_DISABLED: {