### 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)

break;
		case SPECULAR_MAX:
			break; 
	}
	if (features[FEATURE_SUBSURFACE_SCATTERING] && flags[FLAG_SUBSURFACE_MODE_SKIN]) {
		code += ",sss_mode_skin";
	}
	if (shading_mode == SHADING_MODE_UNSHADED) {
		code += ",unshaded";
	}
	if (flags[FLAG_DISABLE_DEPTH_TEST]) {
		code += ",depth_test_disabled";
	}
	if (flags[FLAG_PARTICLE_TRAILS_MODE]) {
		code += ",particle_trails";
	}
	if (shading_mode == SHADING_MODE_PER_VERTEX) {
		code += ",vertex_lighting";
	}
	if (flags[FLAG_DONT_RECEIVE_SHADOWS]) {
		code += ",shadows_disabled";
	}
	if (flags[FLAG_DISABLE_AMBIENT_LIGHT]) {
		code += ",ambient_light_disabled";
	}
	if (flags[FLAG_USE_SHADOW_TO_OPACITY]) {
		code += ",shadow_to_opacity";
	}
	if (transparency == TRANSPARENCY_ALPHA_DEPTH_PRE_PASS) {
		code += ",depth_prepass_alpha";