### 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)

BIND_ENUM_CONSTANT(FLAG_DONT_RECEIVE_SHADOWS);
	BIND_ENUM_CONSTANT(FLAG_DISABLE_AMBIENT_LIGHT);
	BIND_ENUM_CONSTANT(FLAG_USE_SHADOW_TO_OPACITY);
	BIND_ENUM_CONSTANT(FLAG_USE_TEXTURE_REPEAT);
	BIND_ENUM_CONSTANT(FLAG_INVERT_HEIGHTMAP);
	BIND_ENUM_CONSTANT(FLAG_SUBSURFACE_MODE_SKIN);
	BIND_ENUM_CONSTANT(FLAG_PARTICLE_TRAILS_MODE);
	BIND_ENUM_CONSTANT(FLAG_ALBEDO_TEXTURE_MSDF);
	BIND_ENUM_CONSTANT(FLAG_MAX);
	BIND_ENUM_CONSTANT(DIFFUSE_BURLEY);
	BIND_ENUM_CONSTANT(DIFFUSE_LAMBERT);
	BIND_ENUM_CONSTANT(DIFFUSE_LAMBERT_WRAP);
	BIND_ENUM_CONSTANT(DIFFUSE_TOON);
	BIND_ENUM_CONSTANT(SPECULAR_SCHLICK_GGX);
	BIND_ENUM_CONSTANT(SPECULAR_TOON);
	BIND_ENUM_CONSTANT(SPECULAR_DISABLED);
	BIND_ENUM_CONSTANT(BILLBOARD_DISABLED);
	BIND_ENUM_CONSTANT(BILLBOARD_ENABLED);
	BIND_ENUM_CONSTANT(BILLBOARD_FIXED_Y);
	BIND_ENUM_CONSTANT(BILLBOARD_PARTICLES);
	BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_RED);
	BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_GREEN);
	BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_BLUE);
	BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_ALPHA);
	BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_GRAYSCALE);
	BIND_ENUM_CONSTANT(EMISSION_OP_ADD);
	BIND_ENUM_CONSTANT(EMISSION_OP_MULTIPLY);
	BIND_ENUM_CONSTANT(DISTANCE_FADE_DISABLED);
	BIND_ENUM_CONSTANT(DISTANCE_FADE_PIXEL_ALPHA);
	BIND_ENUM_CONSTANT(DISTANCE_FADE_PIXEL_DITHER);