### 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)

code += "varying vec3 uv1_power_normal;\n";
	}
	if (flags[FLAG_UV2_USE_TRIPLANAR]) {
		code += "uniform float uv2_blend_sharpness;\n";
		code += "varying vec3 uv2_power_normal;\n";
	}
	code += "uniform vec3 uv1_scale;\n";
	code += "uniform vec3 uv1_offset;\n";
	code += "uniform vec3 uv2_scale;\n";
	code += "uniform vec3 uv2_offset;\n";
	code += "\n\n";
	code += "void vertex() {\n";
	if (flags[FLAG_SRGB_VERTEX_COLOR]) {
		code += "	if (!OUTPUT_IS_SRGB) {\n";
		code += "		COLOR.rgb = mix(pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb * (1.0 / 12.92), lessThan(COLOR.rgb, vec3(0.04045)));\n";
		code += "	}\n";
	}
	if (flags[FLAG_USE_POINT_SIZE]) {
		code += "	POINT_SIZE=point_size;\n";
	}
	if (shading_mode == SHADING_MODE_PER_VERTEX) {
		code += "	ROUGHNESS=roughness;\n";
	}
	if (!flags[FLAG_UV1_USE_TRIPLANAR]) {
		code += "	UV=UV*uv1_scale.xy+uv1_offset.xy;\n";
	}
	switch (billboard_mode) {
		case BILLBOARD_DISABLED: {
		} break;
		case BILLBOARD_ENABLED: {