### 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)

texfilter_str = "filter_linear_mipmap_anisotropic";
			texfilter_height_str = "filter_linear_mipmap_anisotropic";
			break;
		case TEXTURE_FILTER_MAX:
			break; 
	}
	if (flags[FLAG_USE_TEXTURE_REPEAT]) {
		texfilter_str += ",repeat_enable";
		texfilter_height_str += ",repeat_enable";
	} else {
		texfilter_str += ",repeat_disable";
		texfilter_height_str += ",repeat_disable";
	}
	
	
	String code = vformat(
			"// NOTE: Shader automatically converted from " VERSION_NAME " " VERSION_FULL_CONFIG "'s %s.\n\n",
			orm ? "ORMMaterial3D" : "StandardMaterial3D");
	code += "shader_type spatial;\nrender_mode ";
	switch (blend_mode) {
		case BLEND_MODE_MIX:
			code += "blend_mix";
			break;
		case BLEND_MODE_ADD:
			code += "blend_add";
			break;
		case BLEND_MODE_SUB:
			code += "blend_sub";
			break;
		case BLEND_MODE_MUL: