### 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)

gcode += itos(cnode.array_size);
					gcode += "]";
				}
				gcode += "=";
				gcode += _dump_node_code(cnode.initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
				gcode += ";\n";
				for (int j = 0; j < STAGE_MAX; j++) {
					r_gen_code.stage_globals[j] += gcode;
				}
			}
			HashMap<StringName, String> function_code;
			
			for (int i = 0; i < pnode->functions.size(); i++) {
				SL::FunctionNode *fnode = pnode->functions[i].function;
				function = fnode;
				current_func_name = fnode->name;
				function_code[fnode->name] = _dump_node_code(fnode->body, p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
				function = nullptr;
			}
			
			HashSet<StringName> added_funcs_per_stage[STAGE_MAX];
			for (int i = 0; i < pnode->functions.size(); i++) {
				SL::FunctionNode *fnode = pnode->functions[i].function;
				function = fnode;
				current_func_name = fnode->name;
				if (p_actions.entry_point_stages.has(fnode->name)) {
					Stage stage = p_actions.entry_point_stages[fnode->name];
					_dump_function_deps(pnode, fnode->name, function_code, r_gen_code.stage_globals[stage], added_funcs_per_stage[stage]);
					r_gen_code.code[fnode->name] = function_code[fnode->name];
				}