### Godot version

4.2.dev3

### System information

Godot v4.2.dev3 - Arch Linux #0~20230811.g489fabdc SMP PREEMPT_DYNAMIC Sat Aug 12 02:04:20 UT - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 (nvidia; 535.98) - Intel(R) Core(TM) i5-9300H CPU @ 2.40GHz (8 Threads)

### Issue description

After turning on 2d hdr and font msdf at the same time, there is a problem with ui text rendering.

2d hdr off:
![图片](https://github.com/godotengine/godot/assets/52148221/37074fde-a0ce-4d3f-8bfc-dcf3f910cb12)
2d hdr on:
![图片](https://github.com/godotengine/godot/assets/52148221/b858899c-e08f-4bac-b0d6-4385d9a46114)


### Steps to reproduce

1. Open msdf for default font or custom font.
2. Turn on 2d hdr.
3. Add a Label node and enter text, the text rendering is destroyed.

### Minimal reproduction project

N/A
if (state.shadow_fb == RID()) {
		
		RD::get_singleton()->free(state.shadow_texture); 
		Vector<RID> fb_textures;
		{ 
			RD::TextureFormat tf;
			tf.texture_type = RD::TEXTURE_TYPE_2D;
			tf.width = state.shadow_texture_size;
			tf.height = state.max_lights_per_render * 2;
			tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
			tf.format = RD::DATA_FORMAT_R32_SFLOAT;
			state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
			fb_textures.push_back(state.shadow_texture);
		}
		{
			RD::TextureFormat tf;
			tf.texture_type = RD::TEXTURE_TYPE_2D;
			tf.width = state.shadow_texture_size;
			tf.height = state.max_lights_per_render * 2;
			tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
			tf.format = RD::DATA_FORMAT_D32_SFLOAT;
			
			state.shadow_depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
			fb_textures.push_back(state.shadow_depth_texture);
		}
		state.shadow_fb = RD::get_singleton()->framebuffer_create(fb_textures);
	}
}
void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) {