### 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
dc.set_depth_correction(true);
		Projection cms[RendererSceneRender::MAX_RENDER_VIEWS];
		for (uint32_t v = 0; v < p_render_data->scene_data->view_count; v++) {
			cms[v] = (dc * p_render_data->scene_data->view_projection[v]) * Projection(p_render_data->scene_data->cam_transform.affine_inverse());
		}
		_debug_sdfgi_probes(rb, color_only_framebuffer, p_render_data->scene_data->view_count, cms, will_continue_color, will_continue_depth);
	}
	if (draw_sky || draw_sky_fog_only) {
		RENDER_TIMESTAMP("Render Sky");
		RD::get_singleton()->draw_command_begin_label("Draw Sky");
		RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(color_only_framebuffer, RD::INITIAL_ACTION_CONTINUE, can_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, can_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
		sky.draw_sky(draw_list, rb, p_render_data->environment, color_only_framebuffer, time, sky_energy_multiplier);
		RD::get_singleton()->draw_list_end();
		RD::get_singleton()->draw_command_end_label();
	}
	if (rb->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) {
		RENDER_TIMESTAMP("Resolve MSAA");
		if (!can_continue_color) {
			
			for (uint32_t v = 0; v < rb->get_view_count(); v++) {
				RD::get_singleton()->texture_resolve_multisample(rb_data->get_color_msaa(v), rb->get_internal_texture(v));
			}
			if (using_separate_specular) {
				for (uint32_t v = 0; v < rb->get_view_count(); v++) {
					RD::get_singleton()->texture_resolve_multisample(rb_data->get_specular_msaa(v), rb_data->get_specular(v));
				}
			}
		}
		if (!can_continue_depth) {
			for (uint32_t v = 0; v < rb->get_view_count(); v++) {