### 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)

case TEXTURE_CHANNEL_BLUE: {
				code += "	vec4 roughness_texture_channel = vec4(0.0,0.0,1.0,0.0);\n";
			} break;
			case TEXTURE_CHANNEL_ALPHA: {
				code += "	vec4 roughness_texture_channel = vec4(0.0,0.0,0.0,1.0);\n";
			} break;
			case TEXTURE_CHANNEL_GRAYSCALE: {
				code += "	vec4 roughness_texture_channel = vec4(0.333333,0.333333,0.333333,0.0);\n";
			} break;
			case TEXTURE_CHANNEL_MAX:
				break; 
		}
		if (flags[FLAG_UV1_USE_TRIPLANAR]) {
			code += "	float roughness_tex = dot(triplanar_texture(texture_roughness,uv1_power_normal,uv1_triplanar_pos),roughness_texture_channel);\n";
		} else {
			code += "	float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);\n";
		}
		code += "	ROUGHNESS = roughness_tex * roughness;\n";
		code += "	SPECULAR = specular;\n";
	} else {
		if (flags[FLAG_UV1_USE_TRIPLANAR]) {
			code += "	vec4 orm_tex = triplanar_texture(texture_orm,uv1_power_normal,uv1_triplanar_pos);\n";
		} else {
			code += "	vec4 orm_tex = texture(texture_orm,base_uv);\n";
		}
		code += "	ROUGHNESS = orm_tex.g;\n";
		code += "	METALLIC = orm_tex.b;\n";
	}
	if (features[FEATURE_NORMAL_MAPPING]) {
		if (flags[FLAG_UV1_USE_TRIPLANAR]) {