### 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_format = RendererSceneRenderRD::get_singleton()->_render_buffers_get_color_format();
		rt->color_format_srgb = rt->color_format;
		rt->image_format = rt->is_transparent ? Image::FORMAT_RGBAH : Image::FORMAT_RGBH;
	} else {
		rt->color_format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
		rt->color_format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB;
		rt->image_format = rt->is_transparent ? Image::FORMAT_RGBA8 : Image::FORMAT_RGB8;
	}
	RD::TextureFormat rd_color_attachment_format;
	RD::TextureView rd_view;
	{ 
		rd_color_attachment_format.format = rt->color_format;
		rd_color_attachment_format.width = rt->size.width;
		rd_color_attachment_format.height = rt->size.height;
		rd_color_attachment_format.depth = 1;
		rd_color_attachment_format.array_layers = rt->view_count; 
		rd_color_attachment_format.mipmaps = 1;
		if (rd_color_attachment_format.array_layers > 1) { 
			rd_color_attachment_format.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
		} else {
			rd_color_attachment_format.texture_type = RD::TEXTURE_TYPE_2D;
		}
		rd_color_attachment_format.samples = RD::TEXTURE_SAMPLES_1;
		rd_color_attachment_format.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
		rd_color_attachment_format.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT; 
		rd_color_attachment_format.shareable_formats.push_back(rt->color_format);
		rd_color_attachment_format.shareable_formats.push_back(rt->color_format_srgb);
		if (rt->msaa != RS::VIEWPORT_MSAA_DISABLED) {
			rd_color_attachment_format.is_resolve_buffer = true;
		}