### 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)

}
			} else {
				if (flags[FLAG_UV1_USE_TRIPLANAR]) {
					code += "	AO = dot(triplanar_texture(texture_ambient_occlusion,uv1_power_normal,uv1_triplanar_pos),ao_texture_channel);\n";
				} else {
					code += "	AO = dot(texture(texture_ambient_occlusion,base_uv),ao_texture_channel);\n";
				}
			}
		} else {
			code += "	AO = orm_tex.r;\n";
		}
		code += "	AO_LIGHT_AFFECT = ao_light_affect;\n";
	}
	if (features[FEATURE_SUBSURFACE_SCATTERING]) {
		if (flags[FLAG_UV1_USE_TRIPLANAR]) {
			code += "	float sss_tex = triplanar_texture(texture_subsurface_scattering,uv1_power_normal,uv1_triplanar_pos).r;\n";
		} else {
			code += "	float sss_tex = texture(texture_subsurface_scattering,base_uv).r;\n";
		}
		code += "	SSS_STRENGTH=subsurface_scattering_strength*sss_tex;\n";
	}
	if (features[FEATURE_SUBSURFACE_TRANSMITTANCE]) {
		if (flags[FLAG_UV1_USE_TRIPLANAR]) {
			code += "	vec4 trans_color_tex = triplanar_texture(texture_subsurface_transmittance,uv1_power_normal,uv1_triplanar_pos);\n";
		} else {
			code += "	vec4 trans_color_tex = texture(texture_subsurface_transmittance,base_uv);\n";
		}
		code += "	SSS_TRANSMITTANCE_COLOR=transmittance_color*trans_color_tex;\n";
		code += "	SSS_TRANSMITTANCE_DEPTH=transmittance_depth;\n";
		code += "	SSS_TRANSMITTANCE_BOOST=transmittance_boost;\n";