### 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)

}
	if (features[FEATURE_SUBSURFACE_SCATTERING]) {
		code += "uniform float subsurface_scattering_strength : hint_range(0,1);\n";
		code += "uniform sampler2D texture_subsurface_scattering : hint_default_white," + texfilter_str + ";\n";
	}
	if (features[FEATURE_SUBSURFACE_TRANSMITTANCE]) {
		code += "uniform vec4 transmittance_color : source_color;\n";
		code += "uniform float transmittance_depth;\n";
		code += "uniform sampler2D texture_subsurface_transmittance : hint_default_white," + texfilter_str + ";\n";
		code += "uniform float transmittance_boost;\n";
	}
	if (features[FEATURE_BACKLIGHT]) {
		code += "uniform vec4 backlight : source_color;\n";
		code += "uniform sampler2D texture_backlight : hint_default_black," + texfilter_str + ";\n";
	}
	if (features[FEATURE_HEIGHT_MAPPING]) {
		code += "uniform sampler2D texture_heightmap : hint_default_black," + texfilter_height_str + ";\n";
		code += "uniform float heightmap_scale;\n";
		code += "uniform int heightmap_min_layers;\n";
		code += "uniform int heightmap_max_layers;\n";
		code += "uniform vec2 heightmap_flip;\n";
	}
	if (flags[FLAG_UV1_USE_TRIPLANAR]) {
		code += "varying vec3 uv1_triplanar_pos;\n";
	}
	if (flags[FLAG_UV2_USE_TRIPLANAR]) {
		code += "varying vec3 uv2_triplanar_pos;\n";
	}
	if (flags[FLAG_UV1_USE_TRIPLANAR]) {
		code += "uniform float uv1_blend_sharpness;\n";