### 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)

}
		}
		ERR_FAIL_COND(!fnode);
		r_to_add += "\n";
		String header;
		if (fnode->return_type == SL::TYPE_STRUCT) {
			header = _mkid(fnode->return_struct_name);
		} else {
			header = _typestr(fnode->return_type);
		}
		if (fnode->return_array_size > 0) {
			header += "[";
			header += itos(fnode->return_array_size);
			header += "]";
		}
		header += " ";
		header += _mkid(fnode->name);
		header += "(";
		for (int i = 0; i < fnode->arguments.size(); i++) {
			if (i > 0) {
				header += ", ";
			}
			header += _constr(fnode->arguments[i].is_const);
			if (fnode->arguments[i].type == SL::TYPE_STRUCT) {
				header += _qualstr(fnode->arguments[i].qualifier) + _mkid(fnode->arguments[i].type_str) + " " + _mkid(fnode->arguments[i].name);
			} else {
				header += _qualstr(fnode->arguments[i].qualifier) + _prestr(fnode->arguments[i].precision) + _typestr(fnode->arguments[i].type) + " " + _mkid(fnode->arguments[i].name);
			}
			if (fnode->arguments[i].array_size > 0) {
				header += "[";