### Godot version

v4.1.rc2.official [46424488e]

### System information

Godot v4.1.rc2 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (NVIDIA; 31.0.15.2802) - Intel(R) Core(TM) i5-10400F CPU @ 2.90GHz (12 Threads)

### Issue description

The native shader generated from (for example) a canvas_item shader has some modified floating point litterals. For example, in the following function, the "43758.5453" becomes "43758.5".

float rand(vec2 x) {
    return fract(cos(mod(dot(x, vec2(13.9898, 8.141)), 3.14)) * 43758.5453);
}

It is probably not a problem in most cases, but Material Maker generates both Godot shaders to preview results and compute shaders to render them to textures (and the end results are not the same). I can workaround the problem (by making sure float literals are not "too precise") for shaders that are provides with Material Maker, but it will remain for user-defined shaders.

### Steps to reproduce

Open the attached project
Open shader_example.tres material
Open the shader in the shader editor
Inspect native code for the material and select the fragment tab

![image](https://github.com/godotengine/godot/assets/6957908/66a8b99a-8c77-43c1-aa67-d768579d0387)


### Minimal reproduction project

[floating_point_literal_bug.zip](https://github.com/godotengine/godot/files/11924814/floating_point_literal_bug.zip)

StringName name = vnode->name;
						if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE) {
							name = "color_buffer";
							if (u.filter >= ShaderLanguage::FILTER_NEAREST_MIPMAP) {
								r_gen_code.uses_screen_texture_mipmaps = true;
							}
							r_gen_code.uses_screen_texture = true;
						} else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE) {
							name = "normal_roughness_buffer";
							r_gen_code.uses_normal_roughness_texture = true;
						} else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
							name = "depth_buffer";
							r_gen_code.uses_depth_texture = true;
						} else {
							name = _mkid(vnode->name); 
						}
						code = name;
					} else {
						
						if (u.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) {
							code = actions.base_uniform_string + _mkid(vnode->name); 
							
							code = _get_global_shader_uniform_from_type_and_index(p_default_actions.global_buffer_array_variable, code, u.type);
						} else if (u.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
							
							code = "(" + p_default_actions.instance_uniform_index_variable + "+" + itos(u.instance_index) + ")";
							code = _get_global_shader_uniform_from_type_and_index(p_default_actions.global_buffer_array_variable, code, u.type);
						} else {
							
							code = actions.base_uniform_string + _mkid(vnode->name);