### Godot version

4.2.dev3

### System information

Godot v4.2.dev3 - Arch Linux #0~20230811.g489fabdc SMP PREEMPT_DYNAMIC Sat Aug 12 02:04:20 UT - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 (nvidia; 535.98) - Intel(R) Core(TM) i5-9300H CPU @ 2.40GHz (8 Threads)

### Issue description

After turning on 2d hdr and font msdf at the same time, there is a problem with ui text rendering.

2d hdr off:
![图片](https://github.com/godotengine/godot/assets/52148221/37074fde-a0ce-4d3f-8bfc-dcf3f910cb12)
2d hdr on:
![图片](https://github.com/godotengine/godot/assets/52148221/b858899c-e08f-4bac-b0d6-4385d9a46114)


### Steps to reproduce

1. Open msdf for default font or custom font.
2. Turn on 2d hdr.
3. Add a Label node and enter text, the text rendering is destroyed.

### Minimal reproduction project

N/A
code = p_code;
	valid = false;
	ubo_size = 0;
	uniforms.clear();
	uses_screen_texture = false;
	uses_screen_texture_mipmaps = false;
	uses_sdf = false;
	uses_time = false;
	if (code.is_empty()) {
		return; 
	}
	ShaderCompiler::GeneratedCode gen_code;
	int blend_mode = BLEND_MODE_MIX;
	ShaderCompiler::IdentifierActions actions;
	actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX;
	actions.entry_point_stages["fragment"] = ShaderCompiler::STAGE_FRAGMENT;
	actions.entry_point_stages["light"] = ShaderCompiler::STAGE_FRAGMENT;
	actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD);
	actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
	actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB);
	actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL);
	actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_mode, BLEND_MODE_PMALPHA);
	actions.render_mode_values["blend_disabled"] = Pair<int *, int>(&blend_mode, BLEND_MODE_DISABLED);
	actions.usage_flag_pointers["texture_sdf"] = &uses_sdf;
	actions.usage_flag_pointers["TIME"] = &uses_time;
	actions.uniforms = &uniforms;
	RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
	Error err = canvas_singleton->shader.compiler.compile(RS::SHADER_CANVAS_ITEM, code, &actions, path, gen_code);