### 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
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
	RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
	RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
	RS::CanvasItemTextureFilter current_filter = default_filter;
	RS::CanvasItemTextureRepeat current_repeat = default_repeat;
	if (p_item->texture_filter != RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT) {
		current_filter = p_item->texture_filter;
	}
	if (p_item->texture_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) {
		current_repeat = p_item->texture_repeat;
	}
	PushConstant push_constant;
	Transform2D base_transform = p_canvas_transform_inverse * p_item->final_transform;
	Transform2D draw_transform;
	_update_transform_2d_to_mat2x3(base_transform, push_constant.world);
	Color base_color = p_item->final_modulate;
	bool use_linear_colors = texture_storage->render_target_is_using_hdr(p_render_target);
	for (int i = 0; i < 4; i++) {
		push_constant.modulation[i] = 0;
		push_constant.ninepatch_margins[i] = 0;
		push_constant.src_rect[i] = 0;
		push_constant.dst_rect[i] = 0;
	}
	push_constant.flags = 0;