### 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 (shader.is_valid()) {
		const StringName *pr = remap_cache.getptr(p_name);
		if (*pr) {
			r_property = RenderingServer::get_singleton()->shader_get_parameter_default(shader->get_rid(), *pr);
			return true;
		}
	}
	return false;
}
void ShaderMaterial::set_shader(const Ref<Shader> &p_shader) {
	
	
	
	if (shader.is_valid() && Engine::get_singleton()->is_editor_hint()) {
		shader->disconnect("changed", callable_mp(this, &ShaderMaterial::_shader_changed));
	}
	shader = p_shader;
	RID rid;
	if (shader.is_valid()) {
		rid = shader->get_rid();
		if (Engine::get_singleton()->is_editor_hint()) {
			shader->connect("changed", callable_mp(this, &ShaderMaterial::_shader_changed));
		}
	}
	RS::get_singleton()->material_set_shader(_get_material(), rid);
	notify_property_list_changed(); 
	emit_changed();
}
Ref<Shader> ShaderMaterial::get_shader() const {