### 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)

RS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader);
		shader_map[mk].users++;
		return;
	}
	String texfilter_str;
	
	
	String texfilter_height_str;
	switch (texture_filter) {
		case TEXTURE_FILTER_NEAREST:
			texfilter_str = "filter_nearest";
			texfilter_height_str = "filter_linear";
			break;
		case TEXTURE_FILTER_LINEAR:
			texfilter_str = "filter_linear";
			texfilter_height_str = "filter_linear";
			break;
		case TEXTURE_FILTER_NEAREST_WITH_MIPMAPS:
			texfilter_str = "filter_nearest_mipmap";
			texfilter_height_str = "filter_linear_mipmap";
			break;
		case TEXTURE_FILTER_LINEAR_WITH_MIPMAPS:
			texfilter_str = "filter_linear_mipmap";
			texfilter_height_str = "filter_linear_mipmap";
			break;
		case TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC:
			texfilter_str = "filter_nearest_mipmap_anisotropic";
			texfilter_height_str = "filter_linear_mipmap_anisotropic";
			break;
		case TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: