### 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)

if (p_property.name.begins_with("backlight")) {
			p_property.usage = PROPERTY_USAGE_NONE;
		}
		if (p_property.name.begins_with("transmittance")) {
			p_property.usage = PROPERTY_USAGE_NONE;
		}
	}
}
void BaseMaterial3D::set_point_size(float p_point_size) {
	point_size = p_point_size;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->point_size, p_point_size);
}
float BaseMaterial3D::get_point_size() const {
	return point_size;
}
void BaseMaterial3D::set_uv1_scale(const Vector3 &p_scale) {
	uv1_scale = p_scale;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_scale, p_scale);
}
Vector3 BaseMaterial3D::get_uv1_scale() const {
	return uv1_scale;
}
void BaseMaterial3D::set_uv1_offset(const Vector3 &p_offset) {
	uv1_offset = p_offset;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_offset, p_offset);
}
Vector3 BaseMaterial3D::get_uv1_offset() const {
	return uv1_offset;
}
void BaseMaterial3D::set_uv1_triplanar_blend_sharpness(float p_sharpness) {