### 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
case Item::Command::TYPE_POLYGON: {
				const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);
				PolygonBuffers *pb = polygon_buffers.polygons.getptr(polygon->polygon.polygon_id);
				ERR_CONTINUE(!pb);
				
				{
					static const PipelineVariant variant[RS::PRIMITIVE_MAX] = { PIPELINE_VARIANT_ATTRIBUTE_POINTS, PIPELINE_VARIANT_ATTRIBUTE_LINES, PIPELINE_VARIANT_ATTRIBUTE_LINES_STRIP, PIPELINE_VARIANT_ATTRIBUTE_TRIANGLES, PIPELINE_VARIANT_ATTRIBUTE_TRIANGLE_STRIP };
					ERR_CONTINUE(polygon->primitive < 0 || polygon->primitive >= RS::PRIMITIVE_MAX);
					RID pipeline = pipeline_variants->variants[light_mode][variant[polygon->primitive]].get_render_pipeline(pb->vertex_format_id, p_framebuffer_format);
					RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
				}
				if (polygon->primitive == RS::PRIMITIVE_LINES) {
					
					
				}
				
				_bind_canvas_texture(p_draw_list, polygon->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
				Color color = base_color;
				if (use_linear_colors) {
					color = color.srgb_to_linear();
				}
				push_constant.modulation[0] = color.r;
				push_constant.modulation[1] = color.g;
				push_constant.modulation[2] = color.b;
				push_constant.modulation[3] = color.a;
				for (int j = 0; j < 4; j++) {
					push_constant.src_rect[j] = 0;
					push_constant.dst_rect[j] = 0;
					push_constant.ninepatch_margins[j] = 0;
				}