### 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)

uv1_triplanar_sharpness = CLAMP(p_sharpness, 0.0, 150.0);
	RS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_blend_sharpness, uv1_triplanar_sharpness);
}
float BaseMaterial3D::get_uv1_triplanar_blend_sharpness() const {
	return uv1_triplanar_sharpness;
}
void BaseMaterial3D::set_uv2_scale(const Vector3 &p_scale) {
	uv2_scale = p_scale;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_scale, p_scale);
}
Vector3 BaseMaterial3D::get_uv2_scale() const {
	return uv2_scale;
}
void BaseMaterial3D::set_uv2_offset(const Vector3 &p_offset) {
	uv2_offset = p_offset;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_offset, p_offset);
}
Vector3 BaseMaterial3D::get_uv2_offset() const {
	return uv2_offset;
}
void BaseMaterial3D::set_uv2_triplanar_blend_sharpness(float p_sharpness) {
	
	uv2_triplanar_sharpness = CLAMP(p_sharpness, 0.0, 150.0);
	RS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_blend_sharpness, uv2_triplanar_sharpness);
}
float BaseMaterial3D::get_uv2_triplanar_blend_sharpness() const {
	return uv2_triplanar_sharpness;
}
void BaseMaterial3D::set_billboard_mode(BillboardMode p_mode) {