### 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)

code += "	vec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb+detail_tex.rgb,detail_tex.a);\n";
			} break;
			case BLEND_MODE_SUB: {
				code += "	vec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb-detail_tex.rgb,detail_tex.a);\n";
			} break;
			case BLEND_MODE_MUL: {
				code += "	vec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb*detail_tex.rgb,detail_tex.a);\n";
			} break;
			case BLEND_MODE_MAX:
				break; 
		}
		code += "	vec3 detail_norm = mix(NORMAL_MAP,detail_norm_tex.rgb,detail_tex.a);\n";
		code += "	NORMAL_MAP = mix(NORMAL_MAP,detail_norm,detail_mask_tex.r);\n";
		code += "	ALBEDO.rgb = mix(ALBEDO.rgb,detail,detail_mask_tex.r);\n";
	}
	code += "}\n";
	ShaderData shader_data;
	shader_data.shader = RS::get_singleton()->shader_create();
	shader_data.users = 1;
	RS::get_singleton()->shader_set_code(shader_data.shader, code);
	shader_map[mk] = shader_data;
	RS::get_singleton()->material_set_shader(_get_material(), shader_data.shader);
}
void BaseMaterial3D::flush_changes() {
	MutexLock lock(material_mutex);
	while (dirty_materials.first()) {
		dirty_materials.first()->self()->_update_shader();
	}
}
void BaseMaterial3D::_queue_shader_change() {