### 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
void *surface = mesh_storage->mesh_get_surface(mesh, j);
					RS::PrimitiveType primitive = mesh_storage->mesh_surface_get_primitive(surface);
					ERR_CONTINUE(primitive < 0 || primitive >= RS::PRIMITIVE_MAX);
					uint32_t input_mask = pipeline_variants->variants[light_mode][variant[primitive]].get_vertex_input_mask();
					RID vertex_array;
					RD::VertexFormatID vertex_format = RD::INVALID_FORMAT_ID;
					if (mesh_instance.is_valid()) {
						mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, vertex_array, vertex_format);
					} else {
						mesh_storage->mesh_surface_get_vertex_arrays_and_format(surface, input_mask, vertex_array, vertex_format);
					}
					RID pipeline = pipeline_variants->variants[light_mode][variant[primitive]].get_render_pipeline(vertex_format, p_framebuffer_format);
					RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
					RID index_array = mesh_storage->mesh_surface_get_index_array(surface, 0);
					if (index_array.is_valid()) {
						RD::get_singleton()->draw_list_bind_index_array(p_draw_list, index_array);
					}
					RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, vertex_array);
					RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
					RD::get_singleton()->draw_list_draw(p_draw_list, index_array.is_valid(), instance_count);
				}
				for (int j = 0; j < 6; j++) {
					push_constant.world[j] = world_backup[j];
				}
			} break;
			case Item::Command::TYPE_TRANSFORM: {
				const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c);
				draw_transform = transform->xform;
				_update_transform_2d_to_mat2x3(base_transform * transform->xform, push_constant.world);
			} break;