### 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
const Vector2 *uv_ptr = p_uvs.ptr();
			for (uint32_t i = 0; i < vertex_count; i++) {
				fptr[base_offset + i * stride + 0] = uv_ptr[i].x;
				fptr[base_offset + i * stride + 1] = uv_ptr[i].y;
			}
			base_offset += 2;
		} else {
			RD::VertexAttribute vd;
			vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
			vd.offset = 0;
			vd.location = RS::ARRAY_TEX_UV;
			vd.stride = 0;
			descriptions.write[2] = vd;
			buffers.write[2] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_TEX_UV);
		}
		
		if ((uint32_t)p_indices.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
			RD::VertexAttribute vd;
			vd.format = RD::DATA_FORMAT_R16G16B16A16_UINT;
			vd.offset = base_offset * sizeof(float);
			vd.location = RS::ARRAY_BONES;
			vd.stride = stride * sizeof(float);
			descriptions.write[3] = vd;
			const int *bone_ptr = p_bones.ptr();
			for (uint32_t i = 0; i < vertex_count; i++) {
				uint16_t *bone16w = (uint16_t *)&uptr[base_offset + i * stride];
				bone16w[0] = bone_ptr[i * 4 + 0];
				bone16w[1] = bone_ptr[i * 4 + 1];
				bone16w[2] = bone_ptr[i * 4 + 2];
				bone16w[3] = bone_ptr[i * 4 + 3];