### 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)

r_gen_code.stage_globals[j] += struct_code;
				}
			}
			int max_texture_uniforms = 0;
			int max_uniforms = 0;
			for (const KeyValue<StringName, SL::ShaderNode::Uniform> &E : pnode->uniforms) {
				if (SL::is_sampler_type(E.value.type)) {
					if (E.value.hint == SL::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
							E.value.hint == SL::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
							E.value.hint == SL::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
						continue; 
					}
					max_texture_uniforms++;
				} else {
					if (E.value.scope == SL::ShaderNode::Uniform::SCOPE_INSTANCE) {
						continue; 
					}
					max_uniforms++;
				}
			}
			r_gen_code.texture_uniforms.resize(max_texture_uniforms);
			Vector<int> uniform_sizes;
			Vector<int> uniform_alignments;
			Vector<StringName> uniform_defines;
			uniform_sizes.resize(max_uniforms);
			uniform_alignments.resize(max_uniforms);
			uniform_defines.resize(max_uniforms);
			bool uses_uniforms = false;
			Vector<StringName> uniform_names;
			for (const KeyValue<StringName, SL::ShaderNode::Uniform> &E : pnode->uniforms) {