### 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)

material = RenderingServer::get_singleton()->material_create();
	render_priority = 0;
}
Material::~Material() {
	ERR_FAIL_NULL(RenderingServer::get_singleton());
	RenderingServer::get_singleton()->free(material);
}
bool ShaderMaterial::_set(const StringName &p_name, const Variant &p_value) {
	if (shader.is_valid()) {
		const StringName *sn = remap_cache.getptr(p_name);
		if (sn) {
			set_shader_parameter(*sn, p_value);
			return true;
		}
		String s = p_name;
		if (s.begins_with("shader_parameter/")) {
			String param = s.replace_first("shader_parameter/", "");
			remap_cache[s] = param;
			set_shader_parameter(param, p_value);
			return true;
		}
#ifndef DISABLE_DEPRECATED