### 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)

return roughness;
}
void BaseMaterial3D::set_metallic(float p_metallic) {
	metallic = p_metallic;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->metallic, p_metallic);
}
float BaseMaterial3D::get_metallic() const {
	return metallic;
}
void BaseMaterial3D::set_emission(const Color &p_emission) {
	emission = p_emission;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->emission, p_emission);
}
Color BaseMaterial3D::get_emission() const {
	return emission;
}
void BaseMaterial3D::set_emission_energy_multiplier(float p_emission_energy_multiplier) {
	emission_energy_multiplier = p_emission_energy_multiplier;
	if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
		RS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, p_emission_energy_multiplier * emission_intensity);
	} else {
		RS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, p_emission_energy_multiplier);
	}
}
float BaseMaterial3D::get_emission_energy_multiplier() const {
	return emission_energy_multiplier;
}
void BaseMaterial3D::set_emission_intensity(float p_emission_intensity) {