### 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
}
			}
		}
		if (material != prev_material) {
			CanvasMaterialData *material_data = nullptr;
			if (material.is_valid()) {
				material_data = static_cast<CanvasMaterialData *>(material_storage->material_get_data(material, RendererRD::MaterialStorage::SHADER_TYPE_2D));
			}
			if (material_data) {
				if (material_data->shader_data->version.is_valid() && material_data->shader_data->valid) {
					pipeline_variants = &material_data->shader_data->pipeline_variants;
					
					RID uniform_set = texture_storage->render_target_is_using_hdr(p_to_render_target) ? material_data->uniform_set : material_data->uniform_set_srgb;
					if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) { 
						RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set, MATERIAL_UNIFORM_SET);
						material_data->set_as_used();
					}
				} else {
					pipeline_variants = &shader.pipeline_variants;
				}
			} else {
				pipeline_variants = &shader.pipeline_variants;
			}
		}
		_render_item(draw_list, p_to_render_target, ci, fb_format, canvas_transform_inverse, current_clip, p_lights, pipeline_variants, r_sdf_used);
		prev_material = material;
	}
	RD::get_singleton()->draw_list_end();
}
void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_light_list, const Transform2D &p_canvas_transform, RenderingServer::CanvasItemTextureFilter p_default_filter, RenderingServer::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) {