### 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 sdf_buffer_write;
		RID sdf_buffer_write_fb;
		RID sdf_buffer_process[2];
		RID sdf_buffer_read;
		RID sdf_buffer_process_uniform_sets[2];
		RS::ViewportSDFOversize sdf_oversize = RS::VIEWPORT_SDF_OVERSIZE_120_PERCENT;
		RS::ViewportSDFScale sdf_scale = RS::VIEWPORT_SDF_SCALE_50_PERCENT;
		Size2i process_size;
		
		RS::ViewportVRSMode vrs_mode = RS::VIEWPORT_VRS_DISABLED;
		RID vrs_texture;
		
		struct RTOverridden {
			RID color;
			RID depth;
			RID velocity;
			
			
			
			
			
			
			
			struct SliceKey {
				RID rid;
				uint32_t layer = 0;
				bool operator==(const SliceKey &p_val) const {
					return (rid == p_val.rid) && (layer == p_val.layer);
				}
				static uint32_t hash(const SliceKey &p_val) {