### 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)

return shader;
}
void ShaderMaterial::set_shader_parameter(const StringName &p_param, const Variant &p_value) {
	if (p_value.get_type() == Variant::NIL) {
		param_cache.erase(p_param);
		RS::get_singleton()->material_set_param(_get_material(), p_param, Variant());
	} else {
		Variant *v = param_cache.getptr(p_param);
		if (!v) {
			
			remap_cache["shader_parameter/" + p_param.operator String()] = p_param;
			param_cache.insert(p_param, p_value);
		} else {
			*v = p_value;
		}
		if (p_value.get_type() == Variant::OBJECT) {
			RID tex_rid = p_value;
			if (tex_rid == RID()) {
				param_cache.erase(p_param);
				RS::get_singleton()->material_set_param(_get_material(), p_param, Variant());
			} else {
				RS::get_singleton()->material_set_param(_get_material(), p_param, tex_rid);
			}
		} else {
			RS::get_singleton()->material_set_param(_get_material(), p_param, p_value);
		}
	}
}
Variant ShaderMaterial::get_shader_parameter(const StringName &p_param) const {