### 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)

transmittance_boost = p_boost;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->transmittance_boost, p_boost);
}
float BaseMaterial3D::get_transmittance_boost() const {
	return transmittance_boost;
}
void BaseMaterial3D::set_backlight(const Color &p_backlight) {
	backlight = p_backlight;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->backlight, backlight);
}
Color BaseMaterial3D::get_backlight() const {
	return backlight;
}
void BaseMaterial3D::set_refraction(float p_refraction) {
	refraction = p_refraction;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->refraction, refraction);
}
float BaseMaterial3D::get_refraction() const {
	return refraction;
}
void BaseMaterial3D::set_detail_uv(DetailUV p_detail_uv) {
	if (detail_uv == p_detail_uv) {
		return;
	}
	detail_uv = p_detail_uv;
	_queue_shader_change();
}
BaseMaterial3D::DetailUV BaseMaterial3D::get_detail_uv() const {