### 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
}
		DecalData &dd = decals[i];
		Vector3 decal_extents = decal->size / 2;
		Transform3D scale_xform;
		scale_xform.basis.scale(decal_extents);
		Transform3D xform = decal_instance->transform;
		Transform3D camera_inverse_xform = p_camera_xform.affine_inverse();
		Transform3D to_decal_xform = (camera_inverse_xform * xform * scale_xform * uv_xform).affine_inverse();
		MaterialStorage::store_transform(to_decal_xform, dd.xform);
		Vector3 normal = xform.basis.get_column(Vector3::AXIS_Y).normalized();
		normal = camera_inverse_xform.basis.xform(normal); 
		dd.normal[0] = normal.x;
		dd.normal[1] = normal.y;
		dd.normal[2] = normal.z;
		dd.normal_fade = decal->normal_fade;
		RID albedo_tex = decal->textures[RS::DECAL_TEXTURE_ALBEDO];
		RID emission_tex = decal->textures[RS::DECAL_TEXTURE_EMISSION];
		if (albedo_tex.is_valid()) {
			Rect2 rect = decal_atlas_get_texture_rect(albedo_tex);
			dd.albedo_rect[0] = rect.position.x;
			dd.albedo_rect[1] = rect.position.y;
			dd.albedo_rect[2] = rect.size.x;
			dd.albedo_rect[3] = rect.size.y;
		} else {
			if (!emission_tex.is_valid()) {
				continue; 
			}
			dd.albedo_rect[0] = 0;
			dd.albedo_rect[1] = 0;
			dd.albedo_rect[2] = 0;