### Godot version

4.0.2 stable

### System information

issue tested on win10 with ryzen 7 and rx 6600, win11 with ryzen 7 and gtx 3050

### Issue description

When creating a screen reading post processing shader, the normal buffer functions correctly in the editor, but does not seem to be functioning as expected in debug, producing only a solid colour when run. I am unsure if this behaviour is intended, but if so, I feel it should be properly documented.

Running correctly in editor:
![image](https://user-images.githubusercontent.com/71034402/230672620-fc5e4baf-c12e-4755-b7a2-206087459307.png)

Solid colour in debug:
![image](https://user-images.githubusercontent.com/71034402/230672489-d9c29755-c2d3-4e72-9ea0-355148e916fe.png)


### Steps to reproduce

*this shader should be attached to a MeshInstance3D quadmesh*
minimal shader to reproduce:

```glsl
shader_type spatial;
render_mode unshaded, cull_disabled;

uniform sampler2D NORMAL_TEXTURE : hint_normal_roughness_texture, filter_linear_mipmap;

void vertex(){
	VERTEX *= 2.0;
	POSITION = vec4(VERTEX, 1.0);
}

void fragment(){
	ALBEDO = texture(NORMAL_TEXTURE, SCREEN_UV).rgb;
}
```

### Minimal reproduction project

N/A
resolve_effects->resolve_depth(rb_data->get_depth_msaa(v), rb->get_depth_texture(v), rb->get_internal_size(), texture_multisamples[rb->get_msaa_3d()]);
			}
		}
	}
	if (using_separate_specular) {
		if (using_sss) {
			RENDER_TIMESTAMP("Sub-Surface Scattering");
			RD::get_singleton()->draw_command_begin_label("Process Sub-Surface Scattering");
			_process_sss(rb, p_render_data->scene_data->cam_projection);
			RD::get_singleton()->draw_command_end_label();
		}
		if (using_ssr) {
			RENDER_TIMESTAMP("Screen-Space Reflections");
			RD::get_singleton()->draw_command_begin_label("Process Screen-Space Reflections");
			RID specular_views[RendererSceneRender::MAX_RENDER_VIEWS];
			for (uint32_t v = 0; v < p_render_data->scene_data->view_count; v++) {
				specular_views[v] = rb_data->get_specular(v);
			}
			_process_ssr(rb, color_only_framebuffer, normal_roughness_views, rb_data->get_specular(), specular_views, p_render_data->environment, p_render_data->scene_data->view_projection, p_render_data->scene_data->view_eye_offset, rb->get_msaa_3d() == RS::VIEWPORT_MSAA_DISABLED);
			RD::get_singleton()->draw_command_end_label();
		} else {
			
			RENDER_TIMESTAMP("Merge Specular");
			copy_effects->merge_specular(color_only_framebuffer, rb_data->get_specular(), rb->get_msaa_3d() == RS::VIEWPORT_MSAA_DISABLED ? RID() : rb->get_internal_texture(), RID(), p_render_data->scene_data->view_count);
		}
	}
	if (scene_state.used_screen_texture) {
		RENDER_TIMESTAMP("Copy Screen Texture");
		
		_render_buffers_copy_screen_texture(p_render_data);