### Godot version

v4.1.1.stable.flathub [bd6af8e0e]

### System information

Linux pop-os 6.4.6-76060406-generic, RTX3060

### Issue description

Setting a texture as a global shader parameter using RenderingServer.global_shader_parameter_set() does not seem to update the shader properly. However, setting the same texture directly on the shader material using material.set("shader_parameter/mask_texture", texture) works as expected.


BTW. I am also seeing error
```
E 0:00:19:0820   sd.gd:22 @ _draw_texture(): Condition "!global_shader_uniforms.variables.has(p_name)" is true.
  <C++ Source>   servers/rendering/renderer_rd/storage_rd/material_storage.cpp:1684 @ global_shader_parameter_set()
```

### Steps to reproduce

0. Add global shader parameter of type sampler2d
1. Create a basic shader with a uniform sampler2D to accept a texture.
2. Generate a texture in GDScript (for example, a simple black/white mask).
3. Attempt to set this texture as a global shader parameter using:
```
RenderingServer.global_shader_parameter_set("uniform_name", texture)
```
4. Observe that the shader does not update with the new texture.
5. Now, set the texture directly on a material instance using:
```
material.set("shader_parameter/uniform_name", texture)
```
6. Observe that the shader updates correctly with the new texture.

Expected behavior:

Setting a global shader parameter using RenderingServer.global_shader_parameter_set() should update all shaders that utilize this global uniform, just as setting it directly on a material instance does.


### Minimal reproduction project

not included
actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
		actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
		actions.usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
		actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
		actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
		actions.usage_defines["LIGHT"] = "#define LIGHT_SHADER_CODE_USED\n";
		actions.usage_defines["SPECULAR_SHININESS"] = "#define SPECULAR_SHININESS_USED\n";
		actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
		actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
		actions.render_mode_defines["light_only"] = "#define MODE_LIGHT_ONLY\n";
		actions.global_buffer_array_variable = "global_shader_uniforms";
		shaders.compiler_canvas.initialize(actions);
	}
	{
		
		
		ShaderCompiler::DefaultIdentifierActions actions;
		actions.renames["MODEL_MATRIX"] = "model_matrix";
		actions.renames["MODEL_NORMAL_MATRIX"] = "model_normal_matrix";
		actions.renames["VIEW_MATRIX"] = "scene_data.view_matrix";
		actions.renames["INV_VIEW_MATRIX"] = "scene_data.inv_view_matrix";
		actions.renames["PROJECTION_MATRIX"] = "projection_matrix";
		actions.renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix";
		actions.renames["MODELVIEW_MATRIX"] = "modelview";
		actions.renames["MODELVIEW_NORMAL_MATRIX"] = "modelview_normal";
		actions.renames["VERTEX"] = "vertex";
		actions.renames["NORMAL"] = "normal";
		actions.renames["TANGENT"] = "tangent";
		actions.renames["BINORMAL"] = "binormal";
		actions.renames["POSITION"] = "position";