### 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
RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
	uint32_t vertex_count = p_points.size();
	uint32_t stride = 2; 
	if ((uint32_t)p_colors.size() == vertex_count || p_colors.size() == 1) {
		stride += 4;
	}
	if ((uint32_t)p_uvs.size() == vertex_count) {
		stride += 2;
	}
	if ((uint32_t)p_bones.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
		stride += 4;
	}
	uint32_t buffer_size = stride * p_points.size();
	Vector<uint8_t> polygon_buffer;
	polygon_buffer.resize(buffer_size * sizeof(float));
	Vector<RD::VertexAttribute> descriptions;
	descriptions.resize(5);
	Vector<RID> buffers;
	buffers.resize(5);
	{
		uint8_t *r = polygon_buffer.ptrw();