### 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
bool valid_mipmaps = false;
		Image::Format valid_format = Image::FORMAT_MAX;
		for (int i = 0; i < p_layers.size(); i++) {
			ERR_FAIL_COND(p_layers[i]->is_empty());
			if (i == 0) {
				valid_width = p_layers[i]->get_width();
				valid_height = p_layers[i]->get_height();
				valid_format = p_layers[i]->get_format();
				valid_mipmaps = p_layers[i]->has_mipmaps();
			} else {
				ERR_FAIL_COND(p_layers[i]->get_width() != valid_width);
				ERR_FAIL_COND(p_layers[i]->get_height() != valid_height);
				ERR_FAIL_COND(p_layers[i]->get_format() != valid_format);
				ERR_FAIL_COND(p_layers[i]->has_mipmaps() != valid_mipmaps);
			}
			images.push_back(_validate_texture_format(p_layers[i], ret_format));
		}
	}
	Texture texture;
	texture.type = TextureStorage::TYPE_LAYERED;
	texture.layered_type = p_layered_type;
	texture.width = p_layers[0]->get_width();
	texture.height = p_layers[0]->get_height();
	texture.layers = p_layers.size();
	texture.mipmaps = p_layers[0]->get_mipmap_count() + 1;
	texture.depth = 1;
	texture.format = p_layers[0]->get_format();
	texture.validated_format = images[0]->get_format();
	switch (p_layered_type) {
		case RS::TEXTURE_LAYERED_2D_ARRAY: {