### 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)

int fidx = -1;
	for (int i = 0; i < p_node->functions.size(); i++) {
		if (p_node->functions[i].name == p_for_func) {
			fidx = i;
			break;
		}
	}
	ERR_FAIL_COND(fidx == -1);
	Vector<StringName> uses_functions;
	for (const StringName &E : p_node->functions[fidx].uses_function) {
		uses_functions.push_back(E);
	}
	uses_functions.sort_custom<StringName::AlphCompare>(); 
	for (int k = 0; k < uses_functions.size(); k++) {
		if (added.has(uses_functions[k])) {
			continue; 
		}
		_dump_function_deps(p_node, uses_functions[k], p_func_code, r_to_add, added);
		SL::FunctionNode *fnode = nullptr;
		for (int i = 0; i < p_node->functions.size(); i++) {
			if (p_node->functions[i].name == uses_functions[k]) {
				fnode = p_node->functions[i].function;
				break;