### Godot version

4.0.2 stable

### System information

issue tested on win10 with ryzen 7 and rx 6600, win11 with ryzen 7 and gtx 3050

### Issue description

When creating a screen reading post processing shader, the normal buffer functions correctly in the editor, but does not seem to be functioning as expected in debug, producing only a solid colour when run. I am unsure if this behaviour is intended, but if so, I feel it should be properly documented.

Running correctly in editor:
![image](https://user-images.githubusercontent.com/71034402/230672620-fc5e4baf-c12e-4755-b7a2-206087459307.png)

Solid colour in debug:
![image](https://user-images.githubusercontent.com/71034402/230672489-d9c29755-c2d3-4e72-9ea0-355148e916fe.png)


### Steps to reproduce

*this shader should be attached to a MeshInstance3D quadmesh*
minimal shader to reproduce:

```glsl
shader_type spatial;
render_mode unshaded, cull_disabled;

uniform sampler2D NORMAL_TEXTURE : hint_normal_roughness_texture, filter_linear_mipmap;

void vertex(){
	VERTEX *= 2.0;
	POSITION = vec4(VERTEX, 1.0);
}

void fragment(){
	ALBEDO = texture(NORMAL_TEXTURE, SCREEN_UV).rgb;
}
```

### Minimal reproduction project

N/A
u.binding = 12;
		u.append_id(p_emission_aniso_texture);
		uniforms.push_back(u);
	}
	{
		RD::Uniform u;
		u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
		u.binding = 13;
		u.append_id(p_geom_facing_texture);
		uniforms.push_back(u);
	}
	return UniformSetCacheRD::get_singleton()->get_cache_vec(scene_shader.default_shader_sdfgi_rd, RENDER_PASS_UNIFORM_SET, uniforms);
}
RID RenderForwardClustered::_render_buffers_get_normal_texture(Ref<RenderSceneBuffersRD> p_render_buffers) {
	Ref<RenderBufferDataForwardClustered> rb_data = p_render_buffers->get_custom_data(RB_SCOPE_FORWARD_CLUSTERED);
	return p_render_buffers->get_msaa_3d() == RS::VIEWPORT_MSAA_DISABLED ? rb_data->get_normal_roughness() : rb_data->get_normal_roughness_msaa();
}
RID RenderForwardClustered::_render_buffers_get_velocity_texture(Ref<RenderSceneBuffersRD> p_render_buffers) {
	return p_render_buffers->get_velocity_buffer(p_render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED);
}
void RenderForwardClustered::environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
	ss_effects->ssao_set_quality(p_quality, p_half_size, p_adaptive_target, p_blur_passes, p_fadeout_from, p_fadeout_to);
}
void RenderForwardClustered::environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
	ss_effects->ssil_set_quality(p_quality, p_half_size, p_adaptive_target, p_blur_passes, p_fadeout_from, p_fadeout_to);
}
void RenderForwardClustered::environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) {
	ss_effects->ssr_set_roughness_quality(p_quality);
}
void RenderForwardClustered::sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) {