### 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)

billboard_mode = p_mode;
	_queue_shader_change();
	notify_property_list_changed();
}
BaseMaterial3D::BillboardMode BaseMaterial3D::get_billboard_mode() const {
	return billboard_mode;
}
void BaseMaterial3D::set_particles_anim_h_frames(int p_frames) {
	particles_anim_h_frames = p_frames;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_h_frames, p_frames);
}
int BaseMaterial3D::get_particles_anim_h_frames() const {
	return particles_anim_h_frames;
}
void BaseMaterial3D::set_particles_anim_v_frames(int p_frames) {
	particles_anim_v_frames = p_frames;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_v_frames, p_frames);
}
int BaseMaterial3D::get_particles_anim_v_frames() const {
	return particles_anim_v_frames;
}
void BaseMaterial3D::set_particles_anim_loop(bool p_loop) {
	particles_anim_loop = p_loop;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_loop, particles_anim_loop);
}
bool BaseMaterial3D::get_particles_anim_loop() const {
	return particles_anim_loop;
}
void BaseMaterial3D::set_heightmap_deep_parallax(bool p_enable) {