### 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)

if (p_property.name.begins_with("ao")) {
				p_property.usage = PROPERTY_USAGE_NONE;
			}
			if (p_property.name.begins_with("emission")) {
				p_property.usage = PROPERTY_USAGE_NONE;
			}
			if (p_property.name.begins_with("metallic")) {
				p_property.usage = PROPERTY_USAGE_NONE;
			}
			if (p_property.name.begins_with("rim")) {
				p_property.usage = PROPERTY_USAGE_NONE;
			}
			if (p_property.name.begins_with("roughness")) {
				p_property.usage = PROPERTY_USAGE_NONE;
			}
			if (p_property.name.begins_with("subsurf_scatter")) {
				p_property.usage = PROPERTY_USAGE_NONE;
			}
		}
		
		if (p_property.name.begins_with("anisotropy")) {
			p_property.usage = PROPERTY_USAGE_NONE;
		}
		if (p_property.name.begins_with("clearcoat")) {
			p_property.usage = PROPERTY_USAGE_NONE;
		}
		if (p_property.name.begins_with("normal")) {
			p_property.usage = PROPERTY_USAGE_NONE;
		}