### 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)

last_subgroup = vgroup[1];
					} else {
						last_subgroup = "<None>";
					}
					is_none_group = false;
					if (!groups.has(last_group)) {
						PropertyInfo info;
						info.usage = PROPERTY_USAGE_GROUP;
						info.name = last_group.capitalize();
						info.hint_string = "shader_parameter/";
						List<PropertyInfo> none_subgroup;
						none_subgroup.push_back(info);
						HashMap<String, List<PropertyInfo>> subgroup_map;
						subgroup_map.insert("<None>", none_subgroup);
						groups.insert(last_group, subgroup_map);
						vgroups.push_back(Pair<String, LocalVector<String>>(last_group, { "<None>" }));
					}
					if (!groups[last_group].has(last_subgroup)) {
						PropertyInfo info;
						info.usage = PROPERTY_USAGE_SUBGROUP;
						info.name = last_subgroup.capitalize();
						info.hint_string = "shader_parameter/";
						List<PropertyInfo> subgroup;
						subgroup.push_back(info);
						groups[last_group].insert(last_subgroup, subgroup);
						for (Pair<String, LocalVector<String>> &group : vgroups) {
							if (group.first == last_group) {
								group.second.push_back(last_subgroup);
								break;
							}