### 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)

heightmap_parallax_flip_binormal = p_flip;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_flip, Vector2(heightmap_parallax_flip_tangent ? -1 : 1, heightmap_parallax_flip_binormal ? -1 : 1));
}
bool BaseMaterial3D::get_heightmap_deep_parallax_flip_binormal() const {
	return heightmap_parallax_flip_binormal;
}
void BaseMaterial3D::set_grow_enabled(bool p_enable) {
	grow_enabled = p_enable;
	_queue_shader_change();
	notify_property_list_changed();
}
bool BaseMaterial3D::is_grow_enabled() const {
	return grow_enabled;
}
void BaseMaterial3D::set_alpha_scissor_threshold(float p_threshold) {
	alpha_scissor_threshold = p_threshold;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->alpha_scissor_threshold, p_threshold);
}
float BaseMaterial3D::get_alpha_scissor_threshold() const {
	return alpha_scissor_threshold;
}
void BaseMaterial3D::set_alpha_hash_scale(float p_scale) {
	alpha_hash_scale = p_scale;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->alpha_hash_scale, p_scale);
}
float BaseMaterial3D::get_alpha_hash_scale() const {
	return alpha_hash_scale;
}
void BaseMaterial3D::set_alpha_antialiasing_edge(float p_edge) {