### 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)

code += "	if (!particles_anim_loop) {\n";
			code += "		particle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);\n";
			code += "	} else {\n";
			code += "		particle_frame = mod(particle_frame, particle_total_frames);\n";
			code += "	}\n";
			code += "	UV /= vec2(h_frames, v_frames);\n";
			code += "	UV += vec2(mod(particle_frame, h_frames) / h_frames, floor((particle_frame + 0.5) / h_frames) / v_frames);\n";
		} break;
		case BILLBOARD_MAX:
			break; 
	}
	if (flags[FLAG_FIXED_SIZE]) {
		code += "	if (PROJECTION_MATRIX[3][3] != 0.0) {\n";
		
		
		code += "		float h = abs(1.0 / (2.0 * PROJECTION_MATRIX[1][1]));\n";
		code += "		float sc = (h * 2.0); //consistent with Y-fov\n";
		code += "		MODELVIEW_MATRIX[0]*=sc;\n";
		code += "		MODELVIEW_MATRIX[1]*=sc;\n";
		code += "		MODELVIEW_MATRIX[2]*=sc;\n";
		code += "	} else {\n";
		
		code += "		float sc = -(MODELVIEW_MATRIX)[3].z;\n";
		code += "		MODELVIEW_MATRIX[0]*=sc;\n";
		code += "		MODELVIEW_MATRIX[1]*=sc;\n";
		code += "		MODELVIEW_MATRIX[2]*=sc;\n";
		code += "	}\n";
	}
	if (detail_uv == DETAIL_UV_2 && !flags[FLAG_UV2_USE_TRIPLANAR]) {
		code += "	UV2=UV2*uv2_scale.xy+uv2_offset.xy;\n";