### Godot version

4.2.dev3

### System information

Godot v4.2.dev3 - Arch Linux #0~20230811.g489fabdc SMP PREEMPT_DYNAMIC Sat Aug 12 02:04:20 UT - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 (nvidia; 535.98) - Intel(R) Core(TM) i5-9300H CPU @ 2.40GHz (8 Threads)

### Issue description

After turning on 2d hdr and font msdf at the same time, there is a problem with ui text rendering.

2d hdr off:
![图片](https://github.com/godotengine/godot/assets/52148221/37074fde-a0ce-4d3f-8bfc-dcf3f910cb12)
2d hdr on:
![图片](https://github.com/godotengine/godot/assets/52148221/b858899c-e08f-4bac-b0d6-4385d9a46114)


### Steps to reproduce

1. Open msdf for default font or custom font.
2. Turn on 2d hdr.
3. Add a Label node and enter text, the text rendering is destroyed.

### Minimal reproduction project

N/A
float screen_pixel_size[2];
			float time;
			uint32_t use_pixel_snap;
			float sdf_to_tex[4];
			float sdf_to_screen[2];
			float screen_to_sdf[2];
			uint32_t directional_light_count;
			float tex_to_sdf;
			uint32_t pad1;
			uint32_t pad2;
		};
		LightUniform *light_uniforms = nullptr;
		RID lights_uniform_buffer;
		RID canvas_state_buffer;
		RID shadow_sampler;
		RID shadow_texture;
		RID shadow_depth_texture;
		RID shadow_fb;
		int shadow_texture_size = 2048;
		RID default_transforms_uniform_set;
		uint32_t max_lights_per_render;
		uint32_t max_lights_per_item;
		double time;
	} state;
	struct PushConstant {
		float world[6];
		uint32_t flags;
		uint32_t specular_shininess;
		union {