### Godot version

4.2.dev3

### System information

Godot v4.2.dev3 - Arch Linux #0~20230811.g489fabdc SMP PREEMPT_DYNAMIC Sat Aug 12 02:04:20 UT - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 (nvidia; 535.98) - Intel(R) Core(TM) i5-9300H CPU @ 2.40GHz (8 Threads)

### Issue description

After turning on 2d hdr and font msdf at the same time, there is a problem with ui text rendering.

2d hdr off:
![图片](https://github.com/godotengine/godot/assets/52148221/37074fde-a0ce-4d3f-8bfc-dcf3f910cb12)
2d hdr on:
![图片](https://github.com/godotengine/godot/assets/52148221/b858899c-e08f-4bac-b0d6-4385d9a46114)


### Steps to reproduce

1. Open msdf for default font or custom font.
2. Turn on 2d hdr.
3. Add a Label node and enter text, the text rendering is destroyed.

### Minimal reproduction project

N/A
actions.renames["SCREEN_UV"] = "screen_uv";
		actions.renames["SCREEN_PIXEL_SIZE"] = "canvas_data.screen_pixel_size";
		actions.renames["FRAGCOORD"] = "gl_FragCoord";
		actions.renames["POINT_COORD"] = "gl_PointCoord";
		actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";
		actions.renames["VERTEX_ID"] = "gl_VertexIndex";
		actions.renames["LIGHT_POSITION"] = "light_position";
		actions.renames["LIGHT_DIRECTION"] = "light_direction";
		actions.renames["LIGHT_IS_DIRECTIONAL"] = "is_directional";
		actions.renames["LIGHT_COLOR"] = "light_color";
		actions.renames["LIGHT_ENERGY"] = "light_energy";
		actions.renames["LIGHT"] = "light";
		actions.renames["SHADOW_MODULATE"] = "shadow_modulate";
		actions.renames["texture_sdf"] = "texture_sdf";
		actions.renames["texture_sdf_normal"] = "texture_sdf_normal";
		actions.renames["sdf_to_screen_uv"] = "sdf_to_screen_uv";
		actions.renames["screen_uv_to_sdf"] = "screen_uv_to_sdf";
		actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
		actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
		actions.usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
		actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
		actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
		actions.usage_defines["LIGHT"] = "#define LIGHT_SHADER_CODE_USED\n";
		actions.usage_defines["SPECULAR_SHININESS"] = "#define SPECULAR_SHININESS_USED\n";
		actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
		actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
		actions.render_mode_defines["light_only"] = "#define MODE_LIGHT_ONLY\n";
		actions.custom_samplers["TEXTURE"] = "texture_sampler";
		actions.custom_samplers["NORMAL_TEXTURE"] = "texture_sampler";
		actions.custom_samplers["SPECULAR_SHININESS_TEXTURE"] = "texture_sampler";