### 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)

if (p_name == "flags_transparent") {
		bool transparent = p_value;
		if (transparent) {
			set_transparency(TRANSPARENCY_ALPHA);
		}
		return true;
	} else if (p_name == "flags_unshaded") {
		bool unshaded = p_value;
		if (unshaded) {
			set_shading_mode(SHADING_MODE_UNSHADED);
		}
		return true;
	} else if (p_name == "flags_vertex_lighting") {
		bool vertex_lit = p_value;
		if (vertex_lit && get_shading_mode() != SHADING_MODE_UNSHADED) {
			set_shading_mode(SHADING_MODE_PER_VERTEX);
		}
		return true;
	} else if (p_name == "params_use_alpha_scissor") {
		bool use_scissor = p_value;
		if (use_scissor) {
			set_transparency(TRANSPARENCY_ALPHA_SCISSOR);
		}
		return true;
	} else if (p_name == "params_use_alpha_hash") {
		bool use_hash = p_value;
		if (use_hash) {
			set_transparency(TRANSPARENCY_ALPHA_HASH);
		}
		return true;