### 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
bool dirty = true;
		int mipmaps = 5;
		RID texture;
		RID texture_srgb;
		struct MipMap {
			RID fb;
			RID texture;
			Size2i size;
		};
		Vector<MipMap> texture_mipmaps;
		Size2i size;
	} decal_atlas;
	struct Decal {
		Vector3 size = Vector3(2, 2, 2);
		RID textures[RS::DECAL_TEXTURE_MAX];
		float emission_energy = 1.0;
		float albedo_mix = 1.0;
		Color modulate = Color(1, 1, 1, 1);
		uint32_t cull_mask = (1 << 20) - 1;
		float upper_fade = 0.3;
		float lower_fade = 0.3;
		bool distance_fade = false;
		float distance_fade_begin = 40.0;
		float distance_fade_length = 10.0;
		float normal_fade = 0.0;
		Dependency dependency;
	};
	mutable RID_Owner<Decal, true> decal_owner;
	
	struct DecalInstance {