### Godot version

v4.1.1.stable.flathub [bd6af8e0e]

### System information

Linux pop-os 6.4.6-76060406-generic, RTX3060

### Issue description

Setting a texture as a global shader parameter using RenderingServer.global_shader_parameter_set() does not seem to update the shader properly. However, setting the same texture directly on the shader material using material.set("shader_parameter/mask_texture", texture) works as expected.


BTW. I am also seeing error
```
E 0:00:19:0820   sd.gd:22 @ _draw_texture(): Condition "!global_shader_uniforms.variables.has(p_name)" is true.
  <C++ Source>   servers/rendering/renderer_rd/storage_rd/material_storage.cpp:1684 @ global_shader_parameter_set()
```

### Steps to reproduce

0. Add global shader parameter of type sampler2d
1. Create a basic shader with a uniform sampler2D to accept a texture.
2. Generate a texture in GDScript (for example, a simple black/white mask).
3. Attempt to set this texture as a global shader parameter using:
```
RenderingServer.global_shader_parameter_set("uniform_name", texture)
```
4. Observe that the shader does not update with the new texture.
5. Now, set the texture directly on a material instance using:
```
material.set("shader_parameter/uniform_name", texture)
```
6. Observe that the shader updates correctly with the new texture.

Expected behavior:

Setting a global shader parameter using RenderingServer.global_shader_parameter_set() should update all shaders that utilize this global uniform, just as setting it directly on a material instance does.


### Minimal reproduction project

not included
return false;
}
RS::ShaderNativeSourceCode SkyShaderData::get_native_source_code() const {
	return MaterialStorage::get_singleton()->shaders.sky_shader.version_get_native_source_code(version);
}
SkyShaderData::SkyShaderData() {
	valid = false;
}
SkyShaderData::~SkyShaderData() {
	if (version.is_valid()) {
		MaterialStorage::get_singleton()->shaders.sky_shader.version_free(version);
	}
}
GLES3::ShaderData *GLES3::_create_sky_shader_func() {
	SkyShaderData *shader_data = memnew(SkyShaderData);
	return shader_data;
}
void SkyMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
	uniform_set_updated = true;
	update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, true);
}
SkyMaterialData::~SkyMaterialData() {
}
GLES3::MaterialData *GLES3::_create_sky_material_func(ShaderData *p_shader) {
	SkyMaterialData *material_data = memnew(SkyMaterialData);
	material_data->shader_data = static_cast<SkyShaderData *>(p_shader);
	
	return material_data;
}
void SkyMaterialData::bind_uniforms() {