### 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)

code += "	unpacked_normal.z = sqrt(max(0.0, 1.0 - dot(unpacked_normal.xy, unpacked_normal.xy)));\n";
			code += "	vec3 ref_normal = normalize( mix(NORMAL,TANGENT * unpacked_normal.x + BINORMAL * unpacked_normal.y + NORMAL * unpacked_normal.z,NORMAL_MAP_DEPTH) );\n";
		} else {
			code += "	vec3 ref_normal = NORMAL;\n";
		}
		if (flags[FLAG_UV1_USE_TRIPLANAR]) {
			code += "	vec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(triplanar_texture(texture_refraction,uv1_power_normal,uv1_triplanar_pos),refraction_texture_channel) * refraction;\n";
		} else {
			code += "	vec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(texture(texture_refraction,base_uv),refraction_texture_channel) * refraction;\n";
		}
		code += "	float ref_amount = 1.0 - albedo.a * albedo_tex.a;\n";
		code += "	EMISSION += textureLod(screen_texture,ref_ofs,ROUGHNESS * 8.0).rgb * ref_amount * EXPOSURE;\n";
		code += "	ALBEDO *= 1.0 - ref_amount;\n";
		code += "	ALPHA = 1.0;\n";
	} else if (transparency != TRANSPARENCY_DISABLED || flags[FLAG_USE_SHADOW_TO_OPACITY] || (distance_fade == DISTANCE_FADE_PIXEL_ALPHA) || proximity_fade_enabled) {
		code += "	ALPHA *= albedo.a * albedo_tex.a;\n";
	}
	if (transparency == TRANSPARENCY_ALPHA_HASH) {
		code += "	ALPHA_HASH_SCALE = alpha_hash_scale;\n";
	} else if (transparency == TRANSPARENCY_ALPHA_SCISSOR) {
		code += "	ALPHA_SCISSOR_THRESHOLD = alpha_scissor_threshold;\n";
	}
	if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF && (transparency == TRANSPARENCY_ALPHA_HASH || transparency == TRANSPARENCY_ALPHA_SCISSOR)) {
		code += "	ALPHA_ANTIALIASING_EDGE = alpha_antialiasing_edge;\n";
		code += "	ALPHA_TEXTURE_COORDINATE = UV * vec2(albedo_texture_size);\n";
	}
	if (proximity_fade_enabled) {
		code += "	float depth_tex = textureLod(depth_texture,SCREEN_UV,0.0).r;\n";
		code += "	vec4 world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV*2.0-1.0,depth_tex,1.0);\n";
		code += "	world_pos.xyz/=world_pos.w;\n";