### 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
p_size = nearest_power_of_2_templated(p_size);
	if (p_size == state.shadow_texture_size) {
		return;
	}
	state.shadow_texture_size = p_size;
	if (state.shadow_fb.is_valid()) {
		RD::get_singleton()->free(state.shadow_texture);
		RD::get_singleton()->free(state.shadow_depth_texture);
		state.shadow_fb = RID();
		{
			
			RD::TextureFormat tf;
			tf.texture_type = RD::TEXTURE_TYPE_2D;
			tf.width = 4;
			tf.height = 4;
			tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
			tf.format = RD::DATA_FORMAT_R32_SFLOAT;
			state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
		}
	}
}
RendererCanvasRenderRD::~RendererCanvasRenderRD() {
	RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
	
	material_storage->material_free(default_canvas_group_material);
	material_storage->shader_free(default_canvas_group_shader);
	material_storage->material_free(default_clip_children_material);
	material_storage->shader_free(default_clip_children_shader);