### 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)

header += itos(fnode->arguments[i].array_size);
				header += "]";
			}
		}
		header += ")\n";
		r_to_add += header;
		r_to_add += p_func_code[uses_functions[k]];
		added.insert(uses_functions[k]);
	}
}
static String _get_global_shader_uniform_from_type_and_index(const String &p_buffer, const String &p_index, ShaderLanguage::DataType p_type) {
	switch (p_type) {
		case ShaderLanguage::TYPE_BOOL: {
			return "bool(floatBitsToUint(" + p_buffer + "[" + p_index + "].x))";
		}
		case ShaderLanguage::TYPE_BVEC2: {
			return "bvec2(floatBitsToUint(" + p_buffer + "[" + p_index + "].xy))";
		}
		case ShaderLanguage::TYPE_BVEC3: {
			return "bvec3(floatBitsToUint(" + p_buffer + "[" + p_index + "].xyz))";
		}
		case ShaderLanguage::TYPE_BVEC4: {
			return "bvec4(floatBitsToUint(" + p_buffer + "[" + p_index + "].xyzw))";
		}
		case ShaderLanguage::TYPE_INT: {
			return "floatBitsToInt(" + p_buffer + "[" + p_index + "].x)";
		}
		case ShaderLanguage::TYPE_IVEC2: {
			return "floatBitsToInt(" + p_buffer + "[" + p_index + "].xy)";
		}