### 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
RD::PipelineColorBlendState::Attachment attachment_lcd;
		attachment_lcd.enable_blend = true;
		attachment_lcd.alpha_blend_op = RD::BLEND_OP_ADD;
		attachment_lcd.color_blend_op = RD::BLEND_OP_ADD;
		attachment_lcd.src_color_blend_factor = RD::BLEND_FACTOR_CONSTANT_COLOR;
		attachment_lcd.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_COLOR;
		attachment_lcd.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
		attachment_lcd.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
		RD::PipelineColorBlendState blend_state_lcd;
		blend_state_lcd.attachments.push_back(attachment_lcd);
		for (int i = 0; i < PIPELINE_LIGHT_MODE_MAX; i++) {
			for (int j = 0; j < PIPELINE_VARIANT_MAX; j++) {
				RD::RenderPrimitive primitive[PIPELINE_VARIANT_MAX] = {
					RD::RENDER_PRIMITIVE_TRIANGLES,
					RD::RENDER_PRIMITIVE_TRIANGLES,
					RD::RENDER_PRIMITIVE_TRIANGLES,
					RD::RENDER_PRIMITIVE_LINES,
					RD::RENDER_PRIMITIVE_POINTS,
					RD::RENDER_PRIMITIVE_TRIANGLES,
					RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
					RD::RENDER_PRIMITIVE_LINES,
					RD::RENDER_PRIMITIVE_LINESTRIPS,
					RD::RENDER_PRIMITIVE_POINTS,
					RD::RENDER_PRIMITIVE_TRIANGLES,
				};
				ShaderVariant shader_variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX] = {
					{
							
							SHADER_VARIANT_QUAD,
							SHADER_VARIANT_NINEPATCH,