### Godot version

v4.1.rc2.official [46424488e]

### System information

Godot v4.1.rc2 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (NVIDIA; 31.0.15.2802) - Intel(R) Core(TM) i5-10400F CPU @ 2.90GHz (12 Threads)

### Issue description

The native shader generated from (for example) a canvas_item shader has some modified floating point litterals. For example, in the following function, the "43758.5453" becomes "43758.5".

float rand(vec2 x) {
    return fract(cos(mod(dot(x, vec2(13.9898, 8.141)), 3.14)) * 43758.5453);
}

It is probably not a problem in most cases, but Material Maker generates both Godot shaders to preview results and compute shaders to render them to textures (and the end results are not the same). I can workaround the problem (by making sure float literals are not "too precise") for shaders that are provides with Material Maker, but it will remain for user-defined shaders.

### Steps to reproduce

Open the attached project
Open shader_example.tres material
Open the shader in the shader editor
Inspect native code for the material and select the fragment tab

![image](https://github.com/godotengine/godot/assets/6957908/66a8b99a-8c77-43c1-aa67-d768579d0387)


### Minimal reproduction project

[floating_point_literal_bug.zip](https://github.com/godotengine/godot/files/11924814/floating_point_literal_bug.zip)

}
					}
					code += "(";
					
					
					
					bool multiview_uv_needed = false;
					for (int i = 1; i < onode->arguments.size(); i++) {
						if (i > 1) {
							code += ", ";
						}
						bool is_out_qualifier = false;
						if (is_internal_func) {
							is_out_qualifier = SL::is_builtin_func_out_parameter(vnode->name, i - 1);
						} else if (func != nullptr) {
							const SL::ArgumentQualifier qualifier = func->arguments[i - 1].qualifier;
							is_out_qualifier = qualifier == SL::ARGUMENT_QUALIFIER_OUT || qualifier == SL::ARGUMENT_QUALIFIER_INOUT;
						}
						if (is_out_qualifier) {
							StringName name;
							bool found = false;
							{
								const SL::Node *node = onode->arguments[i];
								bool done = false;
								do {
									switch (node->type) {
										case SL::Node::NODE_TYPE_VARIABLE: {
											name = static_cast<const SL::VariableNode *>(node)->name;
											done = true;
											found = true;