### Godot version

v4.1.rc2.official [46424488e]

### System information

Godot v4.1.rc2 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (NVIDIA; 31.0.15.2802) - Intel(R) Core(TM) i5-10400F CPU @ 2.90GHz (12 Threads)

### Issue description

The native shader generated from (for example) a canvas_item shader has some modified floating point litterals. For example, in the following function, the "43758.5453" becomes "43758.5".

float rand(vec2 x) {
    return fract(cos(mod(dot(x, vec2(13.9898, 8.141)), 3.14)) * 43758.5453);
}

It is probably not a problem in most cases, but Material Maker generates both Godot shaders to preview results and compute shaders to render them to textures (and the end results are not the same). I can workaround the problem (by making sure float literals are not "too precise") for shaders that are provides with Material Maker, but it will remain for user-defined shaders.

### Steps to reproduce

Open the attached project
Open shader_example.tres material
Open the shader in the shader editor
Inspect native code for the material and select the fragment tab

![image](https://github.com/godotengine/godot/assets/6957908/66a8b99a-8c77-43c1-aa67-d768579d0387)


### Minimal reproduction project

[floating_point_literal_bug.zip](https://github.com/godotengine/godot/files/11924814/floating_point_literal_bug.zip)

}
					}
				} else {
					if (use_fragment_varying) {
						code = "frag_to_light.";
					}
					code += _mkid(vnode->name); 
				}
			}
			if (vnode->name == time_name) {
				if (p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_VERTEX) {
					r_gen_code.uses_vertex_time = true;
				}
				if (p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_FRAGMENT) {
					r_gen_code.uses_fragment_time = true;
				}
			}
		} break;
		case SL::Node::NODE_TYPE_ARRAY_CONSTRUCT: {
			SL::ArrayConstructNode *acnode = (SL::ArrayConstructNode *)p_node;
			int sz = acnode->initializer.size();
			if (acnode->datatype == SL::TYPE_STRUCT) {
				code += _mkid(acnode->struct_name);
			} else {
				code += _typestr(acnode->datatype);
			}
			code += "[";
			code += itos(acnode->initializer.size());
			code += "]";
			code += "(";