### 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
Decal *decal = decal_owner.get_or_null(p_decal);
	ERR_FAIL_COND_V(!decal, 0);
	return decal->cull_mask;
}
Dependency *TextureStorage::decal_get_dependency(RID p_decal) {
	Decal *decal = decal_owner.get_or_null(p_decal);
	ERR_FAIL_COND_V(!decal, nullptr);
	return &decal->dependency;
}
void TextureStorage::update_decal_atlas() {
	CopyEffects *copy_effects = CopyEffects::get_singleton();
	ERR_FAIL_NULL(copy_effects);
	if (!decal_atlas.dirty) {
		return; 
	}
	decal_atlas.dirty = false;
	if (decal_atlas.texture.is_valid()) {
		RD::get_singleton()->free(decal_atlas.texture);
		decal_atlas.texture = RID();
		decal_atlas.texture_srgb = RID();
		decal_atlas.texture_mipmaps.clear();
	}
	int border = 1 << decal_atlas.mipmaps;
	if (decal_atlas.textures.size()) {
		
		Vector<DecalAtlas::SortItem> itemsv;
		itemsv.resize(decal_atlas.textures.size());
		int base_size = 8;