### Godot version

4.0beta16

### System information

Windows 10, Vulkan API 1.3.205, NVIDIA - NVIDIA GeForce RTX 3080, Valve Index, Steam VR

### Issue description

When XR is enabled FogVolumes (and probably all volumetric fog but it is not obvious for large homogenous volumes) are rendered to the wrong location in both eyes once XR is enabled on the viewport. Here's a unit-cube dense fog volume stacked between two mesh cubes.

Here it is correctly positioned in the editor:
<img width="687" alt="Screenshot 2023-01-29 122055" src="https://user-images.githubusercontent.com/617962/215351015-db22759f-2687-4791-bf1d-86266a630415.png">
But once XR is enabled on the viewport, the volume is shifted to the left in the left eye and to the right in the right eye:
![Screenshot_Sun_Jan_29_12-19-34_2023_VR](https://user-images.githubusercontent.com/617962/215351058-907ed3c9-ea98-412c-b792-4edfacff9f57.png)

It is also shifted to the left in the main game window (presumably because the game window is rendering the left eye).

The shift is in screenspace as you can see if I rotate my head:
![Screenshot_Sun_Jan_29_12-19-41_2023_VR](https://user-images.githubusercontent.com/617962/215351286-d9dd656a-bc90-4c00-8834-674d294e8a70.png)


### Steps to reproduce

Create a small fog volume and enable XR on the viewport.
I have also observed this on large fog volumes if using a fog shader which creates small clumps of fog, the clumps are shifted wrongly which breaks stereopsis .

### Minimal reproduction project

[FogVolume.zip](https://github.com/godotengine/godot/files/10530642/FogVolume.zip)

struct Sky {
		RID radiance;
		RID quarter_res_pass;
		RID quarter_res_framebuffer;
		Size2i screen_size;
		RID uniform_set;
		RID material;
		RID uniform_buffer;
		int radiance_size = 256;
		RS::SkyMode mode = RS::SKY_MODE_AUTOMATIC;
		ReflectionData reflection;
		bool dirty = false;
		int processing_layer = 0;
		Sky *dirty_list = nullptr;
		float baked_exposure = 1.0;
		
		SkyMaterialData *prev_material = nullptr;
		Vector3 prev_position;
		float prev_time;
		void free();
		RID get_textures(SkyTextureSetVersion p_version, RID p_default_shader_rd, Ref<RenderSceneBuffersRD> p_render_buffers);
		bool set_radiance_size(int p_radiance_size);
		bool set_mode(RS::SkyMode p_mode);
		bool set_material(RID p_material);
		Ref<Image> bake_panorama(float p_energy, int p_roughness_layers, const Size2i &p_size);
	};
	uint32_t sky_ggx_samples_quality;
	bool sky_use_cubemap_array;
	Sky *dirty_sky_list = nullptr;
	mutable RID_Owner<Sky, true> sky_owner;