### Godot version

4.0.2 stable

### System information

issue tested on win10 with ryzen 7 and rx 6600, win11 with ryzen 7 and gtx 3050

### Issue description

When creating a screen reading post processing shader, the normal buffer functions correctly in the editor, but does not seem to be functioning as expected in debug, producing only a solid colour when run. I am unsure if this behaviour is intended, but if so, I feel it should be properly documented.

Running correctly in editor:
![image](https://user-images.githubusercontent.com/71034402/230672620-fc5e4baf-c12e-4755-b7a2-206087459307.png)

Solid colour in debug:
![image](https://user-images.githubusercontent.com/71034402/230672489-d9c29755-c2d3-4e72-9ea0-355148e916fe.png)


### Steps to reproduce

*this shader should be attached to a MeshInstance3D quadmesh*
minimal shader to reproduce:

```glsl
shader_type spatial;
render_mode unshaded, cull_disabled;

uniform sampler2D NORMAL_TEXTURE : hint_normal_roughness_texture, filter_linear_mipmap;

void vertex(){
	VERTEX *= 2.0;
	POSITION = vec4(VERTEX, 1.0);
}

void fragment(){
	ALBEDO = texture(NORMAL_TEXTURE, SCREEN_UV).rgb;
}
```

### Minimal reproduction project

N/A
render_data.cluster_size = 1;
	render_data.cluster_max_elements = 32;
	render_data.instances = &p_instances;
	_update_render_base_uniform_set();
	PassMode pass_mode = PASS_MODE_SDF;
	_fill_render_list(RENDER_LIST_SECONDARY, &render_data, pass_mode);
	render_list[RENDER_LIST_SECONDARY].sort_by_key();
	_fill_instance_data(RENDER_LIST_SECONDARY);
	Vector3 half_size = p_bounds.size * 0.5;
	Vector3 center = p_bounds.position + half_size;
	Vector<RID> sbs = {
		p_albedo_texture,
		p_emission_texture,
		p_emission_aniso_texture,
		p_geom_facing_texture
	};
	
	for (int i = 0; i < 3; i++) {
		scene_state.ubo.sdf_offset[i] = p_from[i];
		scene_state.ubo.sdf_size[i] = p_size[i];
	}
	for (int i = 0; i < 3; i++) {
		Vector3 axis;
		axis[i] = 1.0;
		Vector3 up, right;
		int right_axis = (i + 1) % 3;
		int up_axis = (i + 2) % 3;
		up[up_axis] = 1.0;
		right[right_axis] = 1.0;
		Size2i fb_size;