### Godot version

4.0.2.stable.official

### System information

Windows 10, NVIDIA GeForce RTX 2080 SUPER, Driver 516.94, Vulkan backend

### Issue description

When referencing a built-in matrix (MODEL_MATRIX, VIEW_MATRIX...) within the light() function of a spatial shader, these errors are thrown per renderer:

Forward+:
```
-   servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp:171 - Condition "!shader_singleton->shader.version_is_valid(version)" is true.
```
Mobile:
```
-   servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp:182 - Condition "!shader_singleton->shader.version_is_valid(version)" is true.
```
Compatibility (MODEL_MATRIX is referenced):
```
-  drivers/gles3/shader_gles3.cpp:242 - SceneShaderGLES3: Fragment shader compilation failed:
-   0(521) : error C1503: undefined variable "model_matrix"
-   drivers/gles3/shader_gles3.cpp:342 - Method/function failed.
```

The shader displays a fallback instead of what's written. This can be avoided by defining a variable that is identical to the matrix and referencing that instead:

```
shader_type spatial;

varying mat4 mdlMtx;

void vertex() {
	mdlMtx = MODEL_MATRIX;
}

void light() {
	mdlMtx; // works
//	MODEL_MATRIX; // doesn't work
}
```


### Steps to reproduce

In a spatial shader, reference any built-in matrix within the light function:

```
shader_type spatial;

void light() {
	DIFFUSE_LIGHT += ATTENUATION; // lighting that should be displayed
	MODEL_MATRIX; // breaks the shader, displays a fallback
}
```

### Minimal reproduction project

[issue_light_matrices.zip](https://github.com/godotengine/godot/files/11356572/issue_light_matrices.zip)

if (depth_pre_pass_enabled) {
								
								
								
								depth_stencil.depth_compare_operator = RD::COMPARE_OP_EQUAL;
								depth_stencil.enable_depth_write = false;
							}
							if (l & PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR) {
								shader_flags |= SHADER_COLOR_PASS_FLAG_SEPARATE_SPECULAR;
							}
						}
						if (l & PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS) {
							shader_flags |= SHADER_COLOR_PASS_FLAG_MOTION_VECTORS;
						}
						if (l & PIPELINE_COLOR_PASS_FLAG_LIGHTMAP) {
							shader_flags |= SHADER_COLOR_PASS_FLAG_LIGHTMAP;
						}
						if (l & PIPELINE_COLOR_PASS_FLAG_MULTIVIEW) {
							shader_flags |= SHADER_COLOR_PASS_FLAG_MULTIVIEW;
						}
						int variant = shader_version + shader_flags;
						if (!static_cast<SceneShaderForwardClustered *>(singleton)->shader.is_variant_enabled(variant)) {
							continue;
						}
						RID shader_variant = shader_singleton->shader.version_get_shader(version, variant);
						color_pipelines[i][j][l].setup(shader_variant, primitive_rd, raster_state, multisample_state, depth_stencil, blend_state, 0, singleton->default_specialization_constants);
					}
				} else {
					RD::PipelineColorBlendState blend_state;
					RD::PipelineDepthStencilState depth_stencil = depth_stencil_state;