### 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
for (int j = 0; j < 6; j++) {
					world_backup[j] = push_constant.world[j];
				}
				if (c->type == Item::Command::TYPE_MESH) {
					const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(c);
					mesh = m->mesh;
					mesh_instance = m->mesh_instance;
					texture = m->texture;
					modulate = m->modulate;
					_update_transform_2d_to_mat2x3(base_transform * draw_transform * m->transform, push_constant.world);
				} else if (c->type == Item::Command::TYPE_MULTIMESH) {
					const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(c);
					RID multimesh = mm->multimesh;
					mesh = mesh_storage->multimesh_get_mesh(multimesh);
					texture = mm->texture;
					if (mesh_storage->multimesh_get_transform_format(multimesh) != RS::MULTIMESH_TRANSFORM_2D) {
						break;
					}
					instance_count = mesh_storage->multimesh_get_instances_to_draw(multimesh);
					if (instance_count == 0) {
						break;
					}
					RID uniform_set = mesh_storage->multimesh_get_2d_uniform_set(multimesh, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
					RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET);
					push_constant.flags |= 1; 
					if (mesh_storage->multimesh_uses_colors(multimesh)) {
						push_constant.flags |= FLAGS_INSTANCING_HAS_COLORS;
					}
					if (mesh_storage->multimesh_uses_custom_data(multimesh)) {
						push_constant.flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;