### 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)

if (p_actions.usage_flag_pointers.has("DISCARD") && !used_flag_pointers.has("DISCARD")) {
					*p_actions.usage_flag_pointers["DISCARD"] = true;
					used_flag_pointers.insert("DISCARD");
				}
				code = "discard;";
			} else if (cfnode->flow_op == SL::FLOW_OP_CONTINUE) {
				code = "continue;";
			} else if (cfnode->flow_op == SL::FLOW_OP_BREAK) {
				code = "break;";
			}
		} break;
		case SL::Node::NODE_TYPE_MEMBER: {
			SL::MemberNode *mnode = (SL::MemberNode *)p_node;
			code = _dump_node_code(mnode->owner, p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + "." + mnode->name;
			if (mnode->index_expression != nullptr) {
				code += "[";
				code += _dump_node_code(mnode->index_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
				code += "]";
			} else if (mnode->assign_expression != nullptr) {
				code += "=";
				code += _dump_node_code(mnode->assign_expression, p_level, r_gen_code, p_actions, p_default_actions, true, false);
			} else if (mnode->call_expression != nullptr) {
				code += ".";
				code += _dump_node_code(mnode->call_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning, false);
			}
		} break;
	}
	return code;
}
ShaderLanguage::DataType ShaderCompiler::_get_global_shader_uniform_type(const StringName &p_name) {