### 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
max_decals = p_max_decals;
	uint32_t decal_buffer_size = max_decals * sizeof(DecalData);
	decals = memnew_arr(DecalData, max_decals);
	decal_sort = memnew_arr(DecalInstanceSort, max_decals);
	decal_buffer = RD::get_singleton()->storage_buffer_create(decal_buffer_size);
}
void TextureStorage::update_decal_buffer(const PagedArray<RID> &p_decals, const Transform3D &p_camera_xform) {
	ForwardIDStorage *forward_id_storage = ForwardIDStorage::get_singleton();
	Transform3D uv_xform;
	uv_xform.basis.scale(Vector3(2.0, 1.0, 2.0));
	uv_xform.origin = Vector3(-1.0, 0.0, -1.0);
	uint32_t decals_size = p_decals.size();
	decal_count = 0;
	for (uint32_t i = 0; i < decals_size; i++) {
		if (decal_count == max_decals) {
			break;
		}
		DecalInstance *decal_instance = decal_instance_owner.get_or_null(p_decals[i]);
		if (!decal_instance) {
			continue;
		}
		Decal *decal = decal_owner.get_or_null(decal_instance->decal);
		Transform3D xform = decal_instance->transform;
		real_t distance = p_camera_xform.origin.distance_to(xform.origin);
		if (decal->distance_fade) {
			float fade_begin = decal->distance_fade_begin;
			float fade_length = decal->distance_fade_length;
			if (distance > fade_begin) {
				if (distance > fade_begin + fade_length) {