### 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 += "	vec2 base_uv2 = UV2;\n";
	}
	if (features[FEATURE_HEIGHT_MAPPING] && flags[FLAG_UV1_USE_TRIPLANAR]) {
		
		
		
		if (textures[TEXTURE_ALBEDO].is_valid()) {
			WARN_PRINT(vformat("%s (albedo %s): Height mapping is not supported on triplanar materials. Ignoring height mapping in favor of triplanar mapping.", get_path(), textures[TEXTURE_ALBEDO]->get_path()));
		} else if (!get_path().is_empty()) {
			WARN_PRINT(vformat("%s: Height mapping is not supported on triplanar materials. Ignoring height mapping in favor of triplanar mapping.", get_path()));
		} else {
			
			WARN_PRINT("Height mapping is not supported on triplanar materials. Ignoring height mapping in favor of triplanar mapping.");
		}
	}
	if (!RenderingServer::get_singleton()->is_low_end() && features[FEATURE_HEIGHT_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) { 
		code += "	{\n";
		code += "		vec3 view_dir = normalize(normalize(-VERTEX)*mat3(TANGENT*heightmap_flip.x,-BINORMAL*heightmap_flip.y,NORMAL));\n"; 
		if (deep_parallax) {
			code += "		float num_layers = mix(float(heightmap_max_layers),float(heightmap_min_layers), abs(dot(vec3(0.0, 0.0, 1.0), view_dir)));\n";
			code += "		float layer_depth = 1.0 / num_layers;\n";
			code += "		float current_layer_depth = 0.0;\n";
			
			code += "		vec2 P = view_dir.xy * heightmap_scale * 0.01;\n";
			code += "		vec2 delta = P / num_layers;\n";
			code += "		vec2 ofs = base_uv;\n";
			if (flags[FLAG_INVERT_HEIGHTMAP]) {
				code += "		float depth = texture(texture_heightmap, ofs).r;\n";
			} else {
				code += "		float depth = 1.0 - texture(texture_heightmap, ofs).r;\n";