### 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
base_size *= 2;
		}
		decal_atlas.size.width = base_size * border;
		decal_atlas.size.height = nearest_power_of_2_templated(atlas_height * border);
		for (int i = 0; i < item_count; i++) {
			DecalAtlas::Texture *t = decal_atlas.textures.getptr(items[i].texture);
			t->uv_rect.position = items[i].pos * border + Vector2i(border / 2, border / 2);
			t->uv_rect.size = items[i].pixel_size;
			t->uv_rect.position /= Size2(decal_atlas.size);
			t->uv_rect.size /= Size2(decal_atlas.size);
		}
	} else {
		
		decal_atlas.size.width = border;
		decal_atlas.size.height = border;
	}
	
	RD::TextureFormat tformat;
	tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
	tformat.width = decal_atlas.size.width;
	tformat.height = decal_atlas.size.height;
	tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
	tformat.texture_type = RD::TEXTURE_TYPE_2D;
	tformat.mipmaps = decal_atlas.mipmaps;
	tformat.shareable_formats.push_back(RD::DATA_FORMAT_R8G8B8A8_UNORM);
	tformat.shareable_formats.push_back(RD::DATA_FORMAT_R8G8B8A8_SRGB);
	decal_atlas.texture = RD::get_singleton()->texture_create(tformat, RD::TextureView());
	RD::get_singleton()->texture_clear(decal_atlas.texture, Color(0, 0, 0, 0), 0, decal_atlas.mipmaps, 0, 1);
	{