### 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)

shader_names->heightmap_texture_channel = "heightmap_texture_channel";
	shader_names->refraction_texture_channel = "refraction_texture_channel";
	shader_names->transmittance_color = "transmittance_color";
	shader_names->transmittance_depth = "transmittance_depth";
	shader_names->transmittance_boost = "transmittance_boost";
	shader_names->texture_names[TEXTURE_ALBEDO] = "texture_albedo";
	shader_names->texture_names[TEXTURE_METALLIC] = "texture_metallic";
	shader_names->texture_names[TEXTURE_ROUGHNESS] = "texture_roughness";
	shader_names->texture_names[TEXTURE_EMISSION] = "texture_emission";
	shader_names->texture_names[TEXTURE_NORMAL] = "texture_normal";
	shader_names->texture_names[TEXTURE_RIM] = "texture_rim";
	shader_names->texture_names[TEXTURE_CLEARCOAT] = "texture_clearcoat";
	shader_names->texture_names[TEXTURE_FLOWMAP] = "texture_flowmap";
	shader_names->texture_names[TEXTURE_AMBIENT_OCCLUSION] = "texture_ambient_occlusion";
	shader_names->texture_names[TEXTURE_HEIGHTMAP] = "texture_heightmap";
	shader_names->texture_names[TEXTURE_SUBSURFACE_SCATTERING] = "texture_subsurface_scattering";
	shader_names->texture_names[TEXTURE_SUBSURFACE_TRANSMITTANCE] = "texture_subsurface_transmittance";
	shader_names->texture_names[TEXTURE_BACKLIGHT] = "texture_backlight";
	shader_names->texture_names[TEXTURE_REFRACTION] = "texture_refraction";
	shader_names->texture_names[TEXTURE_DETAIL_MASK] = "texture_detail_mask";
	shader_names->texture_names[TEXTURE_DETAIL_ALBEDO] = "texture_detail_albedo";
	shader_names->texture_names[TEXTURE_DETAIL_NORMAL] = "texture_detail_normal";
	shader_names->texture_names[TEXTURE_ORM] = "texture_orm";
	shader_names->alpha_scissor_threshold = "alpha_scissor_threshold";
	shader_names->alpha_hash_scale = "alpha_hash_scale";
	shader_names->alpha_antialiasing_edge = "alpha_antialiasing_edge";
	shader_names->albedo_texture_size = "albedo_texture_size";
}
HashMap<uint64_t, Ref<StandardMaterial3D>> BaseMaterial3D::materials_for_2d;
void BaseMaterial3D::finish_shaders() {