### Godot version

4.0beta16

### System information

Windows 10, Vulkan API 1.3.205, NVIDIA - NVIDIA GeForce RTX 3080, Valve Index, Steam VR

### Issue description

When XR is enabled FogVolumes (and probably all volumetric fog but it is not obvious for large homogenous volumes) are rendered to the wrong location in both eyes once XR is enabled on the viewport. Here's a unit-cube dense fog volume stacked between two mesh cubes.

Here it is correctly positioned in the editor:
<img width="687" alt="Screenshot 2023-01-29 122055" src="https://user-images.githubusercontent.com/617962/215351015-db22759f-2687-4791-bf1d-86266a630415.png">
But once XR is enabled on the viewport, the volume is shifted to the left in the left eye and to the right in the right eye:
![Screenshot_Sun_Jan_29_12-19-34_2023_VR](https://user-images.githubusercontent.com/617962/215351058-907ed3c9-ea98-412c-b792-4edfacff9f57.png)

It is also shifted to the left in the main game window (presumably because the game window is rendering the left eye).

The shift is in screenspace as you can see if I rotate my head:
![Screenshot_Sun_Jan_29_12-19-41_2023_VR](https://user-images.githubusercontent.com/617962/215351286-d9dd656a-bc90-4c00-8834-674d294e8a70.png)


### Steps to reproduce

Create a small fog volume and enable XR on the viewport.
I have also observed this on large fog volumes if using a fog shader which creates small clumps of fog, the clumps are shifted wrongly which breaks stereopsis .

### Minimal reproduction project

[FogVolume.zip](https://github.com/godotengine/godot/files/10530642/FogVolume.zip)

int roughness_layers;
	RendererRD::MaterialStorage::ShaderData *_create_sky_shader_func();
	static RendererRD::MaterialStorage::ShaderData *_create_sky_shader_funcs();
	RendererRD::MaterialStorage::MaterialData *_create_sky_material_func(SkyShaderData *p_shader);
	static RendererRD::MaterialStorage::MaterialData *_create_sky_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader);
	SkyRD();
	void init();
	void set_texture_format(RD::DataFormat p_texture_format);
	~SkyRD();
	void setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, const PagedArray<RID> &p_lights, RID p_camera_attributes, uint32_t p_view_count, const Projection *p_view_projections, const Vector3 *p_view_eye_offsets, const Transform3D &p_cam_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render);
	void update_radiance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, const Vector3 &p_global_pos, double p_time, float p_luminance_multiplier = 1.0);
	void update_res_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, double p_time, float p_luminance_multiplier = 1.0);
	void draw_sky(RD::DrawListID p_draw_list, Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, RID p_fb, double p_time, float p_luminance_multiplier = 1.0);
	void invalidate_sky(Sky *p_sky);
	void update_dirty_skys();
	RID sky_get_material(RID p_sky) const;
	RID sky_get_radiance_texture_rd(RID p_sky) const;
	float sky_get_baked_exposure(RID p_sky) const;
	RID allocate_sky_rid();
	void initialize_sky_rid(RID p_rid);
	Sky *get_sky(RID p_sky) const;
	void free_sky(RID p_sky);
	void sky_set_radiance_size(RID p_sky, int p_radiance_size);
	void sky_set_mode(RID p_sky, RS::SkyMode p_mode);
	void sky_set_material(RID p_sky, RID p_material);
	Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size);
};
} 
#endif