### 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
void update_decal_buffer(const PagedArray<RID> &p_decals, const Transform3D &p_camera_xform);
	
	bool owns_render_target(RID p_rid) const { return render_target_owner.owns(p_rid); };
	virtual RID render_target_create() override;
	virtual void render_target_free(RID p_rid) override;
	virtual void render_target_set_position(RID p_render_target, int p_x, int p_y) override;
	virtual Point2i render_target_get_position(RID p_render_target) const override;
	virtual void render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) override;
	virtual Size2i render_target_get_size(RID p_render_target) const override;
	virtual void render_target_set_transparent(RID p_render_target, bool p_is_transparent) override;
	virtual bool render_target_get_transparent(RID p_render_target) const override;
	virtual void render_target_set_direct_to_screen(RID p_render_target, bool p_direct_to_screen) override;
	virtual bool render_target_get_direct_to_screen(RID p_render_target) const override;
	virtual bool render_target_was_used(RID p_render_target) const override;
	virtual void render_target_set_as_unused(RID p_render_target) override;
	virtual void render_target_set_msaa(RID p_render_target, RS::ViewportMSAA p_msaa) override;
	virtual RS::ViewportMSAA render_target_get_msaa(RID p_render_target) const override;
	virtual void render_target_set_use_hdr(RID p_render_target, bool p_use_hdr) override;
	virtual bool render_target_is_using_hdr(RID p_render_target) const override;
	void render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps);
	void render_target_clear_back_buffer(RID p_render_target, const Rect2i &p_region, const Color &p_color);
	void render_target_gen_back_buffer_mipmaps(RID p_render_target, const Rect2i &p_region);
	RID render_target_get_back_buffer_uniform_set(RID p_render_target, RID p_base_shader);
	virtual void render_target_request_clear(RID p_render_target, const Color &p_clear_color) override;
	virtual bool render_target_is_clear_requested(RID p_render_target) override;
	virtual Color render_target_get_clear_request_color(RID p_render_target) override;
	virtual void render_target_disable_clear_request(RID p_render_target) override;
	virtual void render_target_do_clear_request(RID p_render_target) override;
	virtual void render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) override;
	RID render_target_get_sdf_texture(RID p_render_target);