### 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
}
	{ 
		state.canvas_state_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(State::Buffer));
		state.lights_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(LightUniform) * state.max_lights_per_render);
		RD::SamplerState shadow_sampler_state;
		shadow_sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
		shadow_sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
		shadow_sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT; 
		shadow_sampler_state.compare_op = RD::COMPARE_OP_GREATER;
		shadow_sampler_state.enable_compare = true;
		state.shadow_sampler = RD::get_singleton()->sampler_create(shadow_sampler_state);
	}
	{
		
		polygon_buffers.last_id = 1;
	}
	{ 
		Vector<uint8_t> pv;
		pv.resize(6 * 4);
		{
			uint8_t *w = pv.ptrw();
			int *p32 = (int *)w;
			p32[0] = 0;
			p32[1] = 1;
			p32[2] = 2;
			p32[3] = 0;
			p32[4] = 2;
			p32[5] = 3;
		}
		shader.quad_index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);