### Godot version

v4.1.rc2.official [46424488e]

### System information

Godot v4.1.rc2 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (NVIDIA; 31.0.15.2802) - Intel(R) Core(TM) i5-10400F CPU @ 2.90GHz (12 Threads)

### Issue description

The native shader generated from (for example) a canvas_item shader has some modified floating point litterals. For example, in the following function, the "43758.5453" becomes "43758.5".

float rand(vec2 x) {
    return fract(cos(mod(dot(x, vec2(13.9898, 8.141)), 3.14)) * 43758.5453);
}

It is probably not a problem in most cases, but Material Maker generates both Godot shaders to preview results and compute shaders to render them to textures (and the end results are not the same). I can workaround the problem (by making sure float literals are not "too precise") for shaders that are provides with Material Maker, but it will remain for user-defined shaders.

### Steps to reproduce

Open the attached project
Open shader_example.tres material
Open the shader in the shader editor
Inspect native code for the material and select the fragment tab

![image](https://github.com/godotengine/godot/assets/6957908/66a8b99a-8c77-43c1-aa67-d768579d0387)


### Minimal reproduction project

[floating_point_literal_bug.zip](https://github.com/godotengine/godot/files/11924814/floating_point_literal_bug.zip)

int size = vdnode->declarations[i].initializer.size();
					if (size > 0) {
						declaration += "=";
						if (vdnode->datatype == SL::TYPE_STRUCT) {
							declaration += _mkid(vdnode->struct_name);
						} else {
							declaration += _typestr(vdnode->datatype);
						}
						declaration += "[";
						declaration += itos(size);
						declaration += "]";
						declaration += "(";
						for (int j = 0; j < size; j++) {
							if (j > 0) {
								declaration += ",";
							}
							declaration += _dump_node_code(vdnode->declarations[i].initializer[j], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
						}
						declaration += ")";
					}
				}
			}
			code += declaration;
		} break;
		case SL::Node::NODE_TYPE_VARIABLE: {
			SL::VariableNode *vnode = (SL::VariableNode *)p_node;
			bool use_fragment_varying = false;
			if (!vnode->is_local && !(p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_VERTEX)) {
				if (p_assigning) {
					if (shader->varyings.has(vnode->name)) {