### 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
pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_COLOR_PASS;
			} break;
			case PASS_MODE_SHADOW:
			case PASS_MODE_DEPTH: {
				pipeline_version = p_params->view_count > 1 ? SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_MULTIVIEW : SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS;
			} break;
			case PASS_MODE_SHADOW_DP: {
				ERR_FAIL_COND_MSG(p_params->view_count > 1, "Multiview not supported for shadow DP pass");
				pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_DP;
			} break;
			case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
				pipeline_version = p_params->view_count > 1 ? SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_MULTIVIEW : SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS;
			} break;
			case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI: {
				pipeline_version = p_params->view_count > 1 ? SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI_MULTIVIEW : SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI;
			} break;
			case PASS_MODE_DEPTH_MATERIAL: {
				ERR_FAIL_COND_MSG(p_params->view_count > 1, "Multiview not supported for material pass");
				pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_WITH_MATERIAL;
			} break;
			case PASS_MODE_SDF: {
				
				ERR_FAIL_COND_MSG(p_params->view_count > 1, "Multiview not supported for SDF pass");
				pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_WITH_SDF;
			} break;
		}
		PipelineCacheRD *pipeline = nullptr;
		if constexpr (p_pass_mode == PASS_MODE_COLOR) {
			pipeline = &shader->color_pipelines[cull_variant][primitive][pipeline_color_pass_flags];
		} else {