### 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
global_defines += "\n#define SAMPLERS_BINDING_FIRST_INDEX " + itos(SAMPLERS_BINDING_FIRST_INDEX) + "\n";
		state.light_uniforms = memnew_arr(LightUniform, state.max_lights_per_render);
		Vector<String> variants;
		
		variants.push_back(""); 
		variants.push_back("#define USE_NINEPATCH\n"); 
		variants.push_back("#define USE_PRIMITIVE\n"); 
		variants.push_back("#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n"); 
		variants.push_back("#define USE_ATTRIBUTES\n"); 
		variants.push_back("#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n"); 
		
		variants.push_back("#define USE_LIGHTING\n"); 
		variants.push_back("#define USE_LIGHTING\n#define USE_NINEPATCH\n"); 
		variants.push_back("#define USE_LIGHTING\n#define USE_PRIMITIVE\n"); 
		variants.push_back("#define USE_LIGHTING\n#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n"); 
		variants.push_back("#define USE_LIGHTING\n#define USE_ATTRIBUTES\n"); 
		variants.push_back("#define USE_LIGHTING\n#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n"); 
		shader.canvas_shader.initialize(variants, global_defines);
		shader.default_version = shader.canvas_shader.version_create();
		shader.default_version_rd_shader = shader.canvas_shader.version_get_shader(shader.default_version, SHADER_VARIANT_QUAD);
		RD::PipelineColorBlendState blend_state;
		RD::PipelineColorBlendState::Attachment blend_attachment;
		blend_attachment.enable_blend = true;
		blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
		blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
		blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
		blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
		blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
		blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
		blend_state.attachments.push_back(blend_attachment);