### 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)

set_uv2_scale(Vector3(1, 1, 1));
	set_uv2_triplanar_blend_sharpness(1);
	set_billboard_mode(BILLBOARD_DISABLED);
	set_particles_anim_h_frames(1);
	set_particles_anim_v_frames(1);
	set_particles_anim_loop(false);
	set_transparency(TRANSPARENCY_DISABLED);
	set_alpha_antialiasing(ALPHA_ANTIALIASING_OFF);
	
	
	set_alpha_scissor_threshold(0.5);
	set_alpha_hash_scale(1.0);
	set_alpha_antialiasing_edge(0.3);
	set_proximity_fade_distance(1);
	set_distance_fade_min_distance(0);
	set_distance_fade_max_distance(10);
	set_ao_light_affect(0.0);
	set_metallic_texture_channel(TEXTURE_CHANNEL_RED);
	set_roughness_texture_channel(TEXTURE_CHANNEL_RED);
	set_ao_texture_channel(TEXTURE_CHANNEL_RED);
	set_refraction_texture_channel(TEXTURE_CHANNEL_RED);
	set_grow(0.0);
	set_heightmap_deep_parallax_min_layers(8);
	set_heightmap_deep_parallax_max_layers(32);
	set_heightmap_deep_parallax_flip_tangent(false); 
	flags[FLAG_ALBEDO_TEXTURE_MSDF] = false;
	flags[FLAG_USE_TEXTURE_REPEAT] = true;
	_mark_initialized(callable_mp(this, &BaseMaterial3D::_queue_shader_change));
}
BaseMaterial3D::~BaseMaterial3D() {