### 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)

default:
									break;
							}
							if (correct_texture_uniform && !RS::get_singleton()->is_low_end()) {
								
								String sampler_name;
								bool is_depth_texture = false;
								bool is_normal_roughness_texture = false;
								if (actions.custom_samplers.has(texture_uniform)) {
									sampler_name = actions.custom_samplers[texture_uniform];
								} else {
									if (shader->uniforms.has(texture_uniform)) {
										const ShaderLanguage::ShaderNode::Uniform &u = shader->uniforms[texture_uniform];
										if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE) {
											is_screen_texture = true;
										} else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
											is_depth_texture = true;
										} else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE) {
											is_normal_roughness_texture = true;
										}
										sampler_name = _get_sampler_name(u.filter, u.repeat);
									} else {
										bool found = false;
										for (int j = 0; j < function->arguments.size(); j++) {
											if (function->arguments[j].name == texture_uniform) {
												if (function->arguments[j].tex_builtin_check) {
													ERR_CONTINUE(!actions.custom_samplers.has(function->arguments[j].tex_builtin));
													sampler_name = actions.custom_samplers[function->arguments[j].tex_builtin];
													found = true;
													break;