### 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
}
	
	rt->color = RD::get_singleton()->texture_create(rd_color_attachment_format, rd_view);
	ERR_FAIL_COND(rt->color.is_null());
	if (rt->msaa != RS::VIEWPORT_MSAA_DISABLED) {
		
		RD::TextureFormat rd_color_multisample_format = rd_color_attachment_format;
		const RD::TextureSamples texture_samples[RS::VIEWPORT_MSAA_MAX] = {
			RD::TEXTURE_SAMPLES_1,
			RD::TEXTURE_SAMPLES_2,
			RD::TEXTURE_SAMPLES_4,
			RD::TEXTURE_SAMPLES_8,
		};
		rd_color_multisample_format.samples = texture_samples[rt->msaa];
		rd_color_multisample_format.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
		RD::TextureView rd_view_multisample;
		rd_color_multisample_format.is_resolve_buffer = false;
		rt->color_multisample = RD::get_singleton()->texture_create(rd_color_multisample_format, rd_view_multisample);
		ERR_FAIL_COND(rt->color_multisample.is_null());
	}
	{ 
		Texture *tex = get_texture(rt->texture);
		
		if (RD::get_singleton()->texture_is_valid(tex->rd_texture)) {
			RD::get_singleton()->free(tex->rd_texture);
		}
		if (RD::get_singleton()->texture_is_valid(tex->rd_texture_srgb)) {
			RD::get_singleton()->free(tex->rd_texture_srgb);
		}
		tex->rd_texture = RID();