### Godot version

4.0.2 stable

### System information

issue tested on win10 with ryzen 7 and rx 6600, win11 with ryzen 7 and gtx 3050

### Issue description

When creating a screen reading post processing shader, the normal buffer functions correctly in the editor, but does not seem to be functioning as expected in debug, producing only a solid colour when run. I am unsure if this behaviour is intended, but if so, I feel it should be properly documented.

Running correctly in editor:
![image](https://user-images.githubusercontent.com/71034402/230672620-fc5e4baf-c12e-4755-b7a2-206087459307.png)

Solid colour in debug:
![image](https://user-images.githubusercontent.com/71034402/230672489-d9c29755-c2d3-4e72-9ea0-355148e916fe.png)


### Steps to reproduce

*this shader should be attached to a MeshInstance3D quadmesh*
minimal shader to reproduce:

```glsl
shader_type spatial;
render_mode unshaded, cull_disabled;

uniform sampler2D NORMAL_TEXTURE : hint_normal_roughness_texture, filter_linear_mipmap;

void vertex(){
	VERTEX *= 2.0;
	POSITION = vec4(VERTEX, 1.0);
}

void fragment(){
	ALBEDO = texture(NORMAL_TEXTURE, SCREEN_UV).rgb;
}
```

### Minimal reproduction project

N/A
if (current_cluster_builder != nullptr) {
		current_cluster_builder->add_light(p_type == RS::LIGHT_SPOT ? ClusterBuilderRD::LIGHT_TYPE_SPOT : ClusterBuilderRD::LIGHT_TYPE_OMNI, p_transform, p_radius, p_spot_aperture);
	}
}
void RenderForwardClustered::setup_added_decal(const Transform3D &p_transform, const Vector3 &p_half_size) {
	if (current_cluster_builder != nullptr) {
		current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_DECAL, p_transform, p_half_size);
	}
}
void RenderForwardClustered::_process_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, const RID *p_normal_buffers, const Projection *p_projections) {
	ERR_FAIL_NULL(ss_effects);
	ERR_FAIL_COND(p_render_buffers.is_null());
	ERR_FAIL_COND(p_environment.is_null());
	Ref<RenderBufferDataForwardClustered> rb_data = p_render_buffers->get_custom_data(RB_SCOPE_FORWARD_CLUSTERED);
	ERR_FAIL_COND(rb_data.is_null());
	RENDER_TIMESTAMP("Process SSAO");
	RendererRD::SSEffects::SSAOSettings settings;
	settings.radius = environment_get_ssao_radius(p_environment);
	settings.intensity = environment_get_ssao_intensity(p_environment);
	settings.power = environment_get_ssao_power(p_environment);
	settings.detail = environment_get_ssao_detail(p_environment);
	settings.horizon = environment_get_ssao_horizon(p_environment);
	settings.sharpness = environment_get_ssao_sharpness(p_environment);
	settings.full_screen_size = p_render_buffers->get_internal_size();
	ss_effects->ssao_allocate_buffers(p_render_buffers, rb_data->ss_effects_data.ssao, settings);
	for (uint32_t v = 0; v < p_render_buffers->get_view_count(); v++) {
		ss_effects->generate_ssao(p_render_buffers, rb_data->ss_effects_data.ssao, v, p_normal_buffers[v], p_projections[v], settings);
	}
}
void RenderForwardClustered::_process_ssil(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, const RID *p_normal_buffers, const Projection *p_projections, const Transform3D &p_transform) {