### 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_BACKLIGHT]) {
		if (flags[FLAG_UV1_USE_TRIPLANAR]) {
			code += "	vec3 backlight_tex = triplanar_texture(texture_backlight,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
		} else {
			code += "	vec3 backlight_tex = texture(texture_backlight,base_uv).rgb;\n";
		}
		code += "	BACKLIGHT = (backlight.rgb+backlight_tex);\n";
	}
	if (features[FEATURE_DETAIL]) {
		bool triplanar = (flags[FLAG_UV1_USE_TRIPLANAR] && detail_uv == DETAIL_UV_1) || (flags[FLAG_UV2_USE_TRIPLANAR] && detail_uv == DETAIL_UV_2);
		if (triplanar) {
			String tp_uv = detail_uv == DETAIL_UV_1 ? "uv1" : "uv2";
			code += "	vec4 detail_tex = triplanar_texture(texture_detail_albedo," + tp_uv + "_power_normal," + tp_uv + "_triplanar_pos);\n";
			code += "	vec4 detail_norm_tex = triplanar_texture(texture_detail_normal," + tp_uv + "_power_normal," + tp_uv + "_triplanar_pos);\n";
		} else {
			String det_uv = detail_uv == DETAIL_UV_1 ? "base_uv" : "base_uv2";
			code += "	vec4 detail_tex = texture(texture_detail_albedo," + det_uv + ");\n";
			code += "	vec4 detail_norm_tex = texture(texture_detail_normal," + det_uv + ");\n";
		}
		if (flags[FLAG_UV1_USE_TRIPLANAR]) {
			code += "	vec4 detail_mask_tex = triplanar_texture(texture_detail_mask,uv1_power_normal,uv1_triplanar_pos);\n";
		} else {
			code += "	vec4 detail_mask_tex = texture(texture_detail_mask,base_uv);\n";
		}
		switch (detail_blend_mode) {
			case BLEND_MODE_MIX: {
				code += "	vec3 detail = mix(ALBEDO.rgb,detail_tex.rgb,detail_tex.a);\n";
			} break;
			case BLEND_MODE_ADD: {