### 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)

ERR_FAIL_INDEX_V(p_param, TEXTURE_MAX, Ref<Texture2D>());
	return textures[p_param];
}
Ref<Texture2D> BaseMaterial3D::get_texture_by_name(StringName p_name) const {
	for (int i = 0; i < (int)BaseMaterial3D::TEXTURE_MAX; i++) {
		TextureParam param = TextureParam(i);
		if (p_name == shader_names->texture_names[param]) {
			return textures[param];
		}
	}
	return Ref<Texture2D>();
}
void BaseMaterial3D::set_texture_filter(TextureFilter p_filter) {
	texture_filter = p_filter;
	_queue_shader_change();
}
BaseMaterial3D::TextureFilter BaseMaterial3D::get_texture_filter() const {
	return texture_filter;
}
void BaseMaterial3D::_validate_feature(const String &text, Feature feature, PropertyInfo &property) const {
	if (property.name.begins_with(text) && property.name != text + "_enabled" && !features[feature]) {
		property.usage = PROPERTY_USAGE_NO_EDITOR;
	}
}
void BaseMaterial3D::_validate_property(PropertyInfo &p_property) const {