### Godot version

v4.1.rc2.official [46424488e]

### System information

Godot v4.1.rc2 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (NVIDIA; 31.0.15.2802) - Intel(R) Core(TM) i5-10400F CPU @ 2.90GHz (12 Threads)

### Issue description

The native shader generated from (for example) a canvas_item shader has some modified floating point litterals. For example, in the following function, the "43758.5453" becomes "43758.5".

float rand(vec2 x) {
    return fract(cos(mod(dot(x, vec2(13.9898, 8.141)), 3.14)) * 43758.5453);
}

It is probably not a problem in most cases, but Material Maker generates both Godot shaders to preview results and compute shaders to render them to textures (and the end results are not the same). I can workaround the problem (by making sure float literals are not "too precise") for shaders that are provides with Material Maker, but it will remain for user-defined shaders.

### Steps to reproduce

Open the attached project
Open shader_example.tres material
Open the shader in the shader editor
Inspect native code for the material and select the fragment tab

![image](https://github.com/godotengine/godot/assets/6957908/66a8b99a-8c77-43c1-aa67-d768579d0387)


### Minimal reproduction project

[floating_point_literal_bug.zip](https://github.com/godotengine/godot/files/11924814/floating_point_literal_bug.zip)

return 16;
		case SL::TYPE_ISAMPLER2D:
			return 16;
		case SL::TYPE_USAMPLER2D:
			return 16;
		case SL::TYPE_SAMPLER2DARRAY:
			return 16;
		case SL::TYPE_ISAMPLER2DARRAY:
			return 16;
		case SL::TYPE_USAMPLER2DARRAY:
			return 16;
		case SL::TYPE_SAMPLER3D:
			return 16;
		case SL::TYPE_ISAMPLER3D:
			return 16;
		case SL::TYPE_USAMPLER3D:
			return 16;
		case SL::TYPE_SAMPLERCUBE:
			return 16;
		case SL::TYPE_SAMPLERCUBEARRAY:
			return 16;
		case SL::TYPE_STRUCT:
			return 0;
		case SL::TYPE_MAX: {
			ERR_FAIL_V(0);
		}
	}
	ERR_FAIL_V(0);
}
static String _interpstr(SL::DataInterpolation p_interp) {