### 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)

case ShaderLanguage::TYPE_MAT2: {
			return "mat2(" + p_buffer + "[" + p_index + "].xy," + p_buffer + "[" + p_index + "+1].xy)";
		}
		case ShaderLanguage::TYPE_MAT3: {
			return "mat3(" + p_buffer + "[" + p_index + "].xyz," + p_buffer + "[" + p_index + "+1].xyz," + p_buffer + "[" + p_index + "+2].xyz)";
		}
		case ShaderLanguage::TYPE_MAT4: {
			return "mat4(" + p_buffer + "[" + p_index + "].xyzw," + p_buffer + "[" + p_index + "+1].xyzw," + p_buffer + "[" + p_index + "+2].xyzw," + p_buffer + "[" + p_index + "+3].xyzw)";
		}
		default: {
			ERR_FAIL_V("void");
		}
	}
}
String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning, bool p_use_scope) {
	String code;
	switch (p_node->type) {
		case SL::Node::NODE_TYPE_SHADER: {
			SL::ShaderNode *pnode = (SL::ShaderNode *)p_node;
			for (int i = 0; i < pnode->render_modes.size(); i++) {
				if (p_default_actions.render_mode_defines.has(pnode->render_modes[i]) && !used_rmode_defines.has(pnode->render_modes[i])) {
					r_gen_code.defines.push_back(p_default_actions.render_mode_defines[pnode->render_modes[i]]);
					used_rmode_defines.insert(pnode->render_modes[i]);
				}
				if (p_actions.render_mode_flags.has(pnode->render_modes[i])) {
					*p_actions.render_mode_flags[pnode->render_modes[i]] = true;
				}
				if (p_actions.render_mode_values.has(pnode->render_modes[i])) {
					Pair<int *, int> &p = p_actions.render_mode_values[pnode->render_modes[i]];
					*p.first = p.second;