### Godot version

v4.1.1.stable.flathub [bd6af8e0e]

### System information

Linux pop-os 6.4.6-76060406-generic, RTX3060

### Issue description

Setting a texture as a global shader parameter using RenderingServer.global_shader_parameter_set() does not seem to update the shader properly. However, setting the same texture directly on the shader material using material.set("shader_parameter/mask_texture", texture) works as expected.


BTW. I am also seeing error
```
E 0:00:19:0820   sd.gd:22 @ _draw_texture(): Condition "!global_shader_uniforms.variables.has(p_name)" is true.
  <C++ Source>   servers/rendering/renderer_rd/storage_rd/material_storage.cpp:1684 @ global_shader_parameter_set()
```

### Steps to reproduce

0. Add global shader parameter of type sampler2d
1. Create a basic shader with a uniform sampler2D to accept a texture.
2. Generate a texture in GDScript (for example, a simple black/white mask).
3. Attempt to set this texture as a global shader parameter using:
```
RenderingServer.global_shader_parameter_set("uniform_name", texture)
```
4. Observe that the shader does not update with the new texture.
5. Now, set the texture directly on a material instance using:
```
material.set("shader_parameter/uniform_name", texture)
```
6. Observe that the shader updates correctly with the new texture.

Expected behavior:

Setting a global shader parameter using RenderingServer.global_shader_parameter_set() should update all shaders that utilize this global uniform, just as setting it directly on a material instance does.


### Minimal reproduction project

not included
Vector<RD::Uniform> uniforms;
	
	uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, first_index + 0, sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)));
	uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, first_index + 1, sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)));
	uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, first_index + 2, sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)));
	uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, first_index + 3, sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)));
	uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, first_index + 4, sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)));
	uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, first_index + 5, sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)));
	uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, first_index + 6, sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED)));
	uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, first_index + 7, sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED)));
	uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, first_index + 8, sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED)));
	uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, first_index + 9, sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED)));
	uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, first_index + 10, sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED)));
	uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, first_index + 11, sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED)));
	return uniforms;
}
void MaterialStorage::material_set_data_request_function(ShaderType p_shader_type, MaterialStorage::MaterialDataRequestFunction p_function) {
	ERR_FAIL_INDEX(p_shader_type, SHADER_TYPE_MAX);
	material_data_request_func[p_shader_type] = p_function;
}
MaterialStorage::MaterialDataRequestFunction MaterialStorage::material_get_data_request_function(ShaderType p_shader_type) {
	ERR_FAIL_INDEX_V(p_shader_type, SHADER_TYPE_MAX, nullptr);
	return material_data_request_func[p_shader_type];
}