### 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)

p_property.usage = PROPERTY_USAGE_NONE;
	}
	
	if (p_property.name == "alpha_antialiasing_edge" && !alpha_aa_enabled) {
		p_property.usage = PROPERTY_USAGE_NONE;
	}
	if (p_property.name == "blend_mode" && alpha_aa_enabled) {
		p_property.usage = PROPERTY_USAGE_NONE;
	}
	if ((p_property.name == "heightmap_min_layers" || p_property.name == "heightmap_max_layers") && !deep_parallax) {
		p_property.usage = PROPERTY_USAGE_NONE;
	}
	if (flags[FLAG_SUBSURFACE_MODE_SKIN] && (p_property.name == "subsurf_scatter_transmittance_color" || p_property.name == "subsurf_scatter_transmittance_texture")) {
		p_property.usage = PROPERTY_USAGE_NONE;
	}
	if (orm) {
		if (p_property.name == "shading_mode") {
			
			p_property.hint_string = "Unshaded,Per-Pixel";
		}
		if (p_property.name.begins_with("roughness") || p_property.name.begins_with("metallic") || p_property.name.begins_with("ao_texture")) {
			p_property.usage = PROPERTY_USAGE_NONE;
		}
	} else {
		if (p_property.name == "orm_texture") {
			p_property.usage = PROPERTY_USAGE_NONE;
		}
	}
	if (shading_mode != SHADING_MODE_PER_PIXEL) {
		if (shading_mode != SHADING_MODE_PER_VERTEX) {