### Godot version

4.0.2 stable

### System information

issue tested on win10 with ryzen 7 and rx 6600, win11 with ryzen 7 and gtx 3050

### Issue description

When creating a screen reading post processing shader, the normal buffer functions correctly in the editor, but does not seem to be functioning as expected in debug, producing only a solid colour when run. I am unsure if this behaviour is intended, but if so, I feel it should be properly documented.

Running correctly in editor:
![image](https://user-images.githubusercontent.com/71034402/230672620-fc5e4baf-c12e-4755-b7a2-206087459307.png)

Solid colour in debug:
![image](https://user-images.githubusercontent.com/71034402/230672489-d9c29755-c2d3-4e72-9ea0-355148e916fe.png)


### Steps to reproduce

*this shader should be attached to a MeshInstance3D quadmesh*
minimal shader to reproduce:

```glsl
shader_type spatial;
render_mode unshaded, cull_disabled;

uniform sampler2D NORMAL_TEXTURE : hint_normal_roughness_texture, filter_linear_mipmap;

void vertex(){
	VERTEX *= 2.0;
	POSITION = vec4(VERTEX, 1.0);
}

void fragment(){
	ALBEDO = texture(NORMAL_TEXTURE, SCREEN_UV).rgb;
}
```

### Minimal reproduction project

N/A
taa = nullptr;
	}
	if (resolve_effects != nullptr) {
		memdelete(resolve_effects);
		resolve_effects = nullptr;
	}
	RD::get_singleton()->free(shadow_sampler);
	RSG::light_storage->directional_shadow_atlas_set_size(0);
	{
		for (const RID &rid : scene_state.uniform_buffers) {
			RD::get_singleton()->free(rid);
		}
		for (const RID &rid : scene_state.implementation_uniform_buffers) {
			RD::get_singleton()->free(rid);
		}
		RD::get_singleton()->free(scene_state.lightmap_buffer);
		RD::get_singleton()->free(scene_state.lightmap_capture_buffer);
		for (uint32_t i = 0; i < RENDER_LIST_MAX; i++) {
			if (scene_state.instance_buffer[i] != RID()) {
				RD::get_singleton()->free(scene_state.instance_buffer[i]);
			}
		}
		memdelete_arr(scene_state.lightmap_captures);
	}
	while (sdfgi_framebuffer_size_cache.begin()) {
		RD::get_singleton()->free(sdfgi_framebuffer_size_cache.begin()->value);
		sdfgi_framebuffer_size_cache.remove(sdfgi_framebuffer_size_cache.begin());
	}
}