### 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
uint32_t h = hash_one_uint64(p_val.rid.get_id());
					h = hash_murmur3_one_32(p_val.layer, h);
					return hash_fmix32(h);
				}
				SliceKey() {}
				SliceKey(RID p_rid, uint32_t p_layer) {
					rid = p_rid;
					layer = p_layer;
				}
			};
			mutable HashMap<SliceKey, RID, SliceKey> cached_slices;
		} overridden;
		
		RID texture;
		bool was_used;
		
		bool clear_requested;
		Color clear_color;
		RID get_framebuffer();
	};
	mutable RID_Owner<RenderTarget> render_target_owner;
	RenderTarget *get_render_target(RID p_rid) const { return render_target_owner.get_or_null(p_rid); };
	void _clear_render_target(RenderTarget *rt);
	void _update_render_target(RenderTarget *rt);
	void _create_render_target_backbuffer(RenderTarget *rt);
	void _render_target_allocate_sdf(RenderTarget *rt);
	void _render_target_clear_sdf(RenderTarget *rt);
	Rect2i _render_target_get_sdf_rect(const RenderTarget *rt) const;
	struct RenderTargetSDF {
		enum {