### 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
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
	ERR_FAIL_COND(!rt);
	ERR_FAIL_COND(rt->sdf_buffer_write_fb.is_null());
	RenderTargetSDF::PushConstant push_constant;
	Rect2i r = _render_target_get_sdf_rect(rt);
	push_constant.size[0] = r.size.width;
	push_constant.size[1] = r.size.height;
	push_constant.stride = 0;
	push_constant.shift = 0;
	push_constant.base_size[0] = r.size.width;
	push_constant.base_size[1] = r.size.height;
	bool shrink = false;
	switch (rt->sdf_scale) {
		case RS::VIEWPORT_SDF_SCALE_50_PERCENT: {
			push_constant.size[0] >>= 1;
			push_constant.size[1] >>= 1;
			push_constant.shift = 1;
			shrink = true;
		} break;
		case RS::VIEWPORT_SDF_SCALE_25_PERCENT: {
			push_constant.size[0] >>= 2;
			push_constant.size[1] >>= 2;
			push_constant.shift = 2;
			shrink = true;
		} break;
		default: {
		};