### 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)

msdf_pixel_range = p_range;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->msdf_pixel_range, p_range);
}
float BaseMaterial3D::get_msdf_pixel_range() const {
	return msdf_pixel_range;
}
void BaseMaterial3D::set_msdf_outline_size(float p_size) {
	msdf_outline_size = p_size;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->msdf_outline_size, p_size);
}
float BaseMaterial3D::get_msdf_outline_size() const {
	return msdf_outline_size;
}
void BaseMaterial3D::set_distance_fade(DistanceFadeMode p_mode) {
	distance_fade = p_mode;
	_queue_shader_change();
	notify_property_list_changed();
}
BaseMaterial3D::DistanceFadeMode BaseMaterial3D::get_distance_fade() const {
	return distance_fade;
}
void BaseMaterial3D::set_distance_fade_max_distance(float p_distance) {
	distance_fade_max_distance = p_distance;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->distance_fade_max, distance_fade_max_distance);
}
float BaseMaterial3D::get_distance_fade_max_distance() const {
	return distance_fade_max_distance;
}
void BaseMaterial3D::set_distance_fade_min_distance(float p_distance) {