### Godot version

4.0 rc2

### System information

Windows 10, Vulkan, GTX 1070

### Issue description

Parallax occlusion mapping does not show in stereoscopic 3D, the shader seems to not be using individual eye positions like it does in 3.5. 




### Steps to reproduce

See attached project

### Minimal reproduction project

[VR test scene.zip](https://github.com/godotengine/godot/files/10750730/VR.test.scene.zip)

code += "	NORMAL_MAP = triplanar_texture(texture_normal,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
		} else {
			code += "	NORMAL_MAP = texture(texture_normal,base_uv).rgb;\n";
		}
		code += "	NORMAL_MAP_DEPTH = normal_scale;\n";
	}
	if (features[FEATURE_EMISSION]) {
		if (flags[FLAG_EMISSION_ON_UV2]) {
			if (flags[FLAG_UV2_USE_TRIPLANAR]) {
				code += "	vec3 emission_tex = triplanar_texture(texture_emission,uv2_power_normal,uv2_triplanar_pos).rgb;\n";
			} else {
				code += "	vec3 emission_tex = texture(texture_emission,base_uv2).rgb;\n";
			}
		} else {
			if (flags[FLAG_UV1_USE_TRIPLANAR]) {
				code += "	vec3 emission_tex = triplanar_texture(texture_emission,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
			} else {
				code += "	vec3 emission_tex = texture(texture_emission,base_uv).rgb;\n";
			}
		}
		if (emission_op == EMISSION_OP_ADD) {
			code += "	EMISSION = (emission.rgb+emission_tex)*emission_energy;\n";
		} else {
			code += "	EMISSION = (emission.rgb*emission_tex)*emission_energy;\n";
		}
	}
	if (features[FEATURE_REFRACTION]) {
		if (features[FEATURE_NORMAL_MAPPING]) {
			code += "	vec3 unpacked_normal = NORMAL_MAP;\n";
			code += "	unpacked_normal.xy = unpacked_normal.xy * 2.0 - 1.0;\n";