### Godot version

4.0.3

### System information

Win7

### Issue description

![image](https://github.com/godotengine/godot/assets/28286958/abec9d3c-e078-424c-9430-d9fe8897aad6)


### Steps to reproduce

1. Create shader
2. Add uint with hex, e.g. 0xffffu

### Minimal reproduction project

N/A
switch (p_type) {
		case IdentifierType::IDENTIFIER_CONSTANT:
			if (HAS_WARNING(ShaderWarning::UNUSED_CONSTANT_FLAG) && used_constants.has(p_identifier)) {
				used_constants[p_identifier].used = true;
			}
			break;
		case IdentifierType::IDENTIFIER_VARYING:
			if (HAS_WARNING(ShaderWarning::UNUSED_VARYING_FLAG) && used_varyings.has(p_identifier)) {
				if (shader->varyings[p_identifier].stage != ShaderNode::Varying::STAGE_VERTEX && shader->varyings[p_identifier].stage != ShaderNode::Varying::STAGE_FRAGMENT) {
					used_varyings[p_identifier].used = true;
				}
			}
			break;
		case IdentifierType::IDENTIFIER_UNIFORM:
			if (HAS_WARNING(ShaderWarning::UNUSED_UNIFORM_FLAG) && used_uniforms.has(p_identifier)) {
				used_uniforms[p_identifier].used = true;
			}
			break;
		case IdentifierType::IDENTIFIER_FUNCTION:
			if (HAS_WARNING(ShaderWarning::UNUSED_FUNCTION_FLAG) && used_functions.has(p_identifier)) {