### 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)

if (proximity_fade_enabled) {
		code += "uniform sampler2D depth_texture : hint_depth_texture, repeat_disable, filter_nearest;";
	}
	if (features[FEATURE_NORMAL_MAPPING]) {
		code += "uniform sampler2D texture_normal : hint_roughness_normal," + texfilter_str + ";\n";
		code += "uniform float normal_scale : hint_range(-16,16);\n";
	}
	if (features[FEATURE_RIM]) {
		code += "uniform float rim : hint_range(0,1);\n";
		code += "uniform float rim_tint : hint_range(0,1);\n";
		code += "uniform sampler2D texture_rim : hint_default_white," + texfilter_str + ";\n";
	}
	if (features[FEATURE_CLEARCOAT]) {
		code += "uniform float clearcoat : hint_range(0,1);\n";
		code += "uniform float clearcoat_roughness : hint_range(0,1);\n";
		code += "uniform sampler2D texture_clearcoat : hint_default_white," + texfilter_str + ";\n";
	}
	if (features[FEATURE_ANISOTROPY]) {
		code += "uniform float anisotropy_ratio : hint_range(0,256);\n";
		code += "uniform sampler2D texture_flowmap : hint_anisotropy," + texfilter_str + ";\n";
	}
	if (features[FEATURE_AMBIENT_OCCLUSION]) {
		code += "uniform sampler2D texture_ambient_occlusion : hint_default_white, " + texfilter_str + ";\n";
		code += "uniform vec4 ao_texture_channel;\n";
		code += "uniform float ao_light_affect;\n";
	}
	if (features[FEATURE_DETAIL]) {
		code += "uniform sampler2D texture_detail_albedo : source_color," + texfilter_str + ";\n";
		code += "uniform sampler2D texture_detail_normal : hint_normal," + texfilter_str + ";\n";
		code += "uniform sampler2D texture_detail_mask : hint_default_white," + texfilter_str + ";\n";