### 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)

ERR_FAIL_NULL(RenderingServer::get_singleton());
	MutexLock lock(material_mutex);
	if (shader_map.has(current_key)) {
		shader_map[current_key].users--;
		if (shader_map[current_key].users == 0) {
			
			RS::get_singleton()->free(shader_map[current_key].shader);
			shader_map.erase(current_key);
		}
		RS::get_singleton()->material_set_shader(_get_material(), RID());
	}
}
#ifndef DISABLE_DEPRECATED
bool StandardMaterial3D::_set(const StringName &p_name, const Variant &p_value) {