### Godot version

v4.1.rc2.official [46424488e]

### System information

Godot v4.1.rc2 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (NVIDIA; 31.0.15.2802) - Intel(R) Core(TM) i5-10400F CPU @ 2.90GHz (12 Threads)

### Issue description

The native shader generated from (for example) a canvas_item shader has some modified floating point litterals. For example, in the following function, the "43758.5453" becomes "43758.5".

float rand(vec2 x) {
    return fract(cos(mod(dot(x, vec2(13.9898, 8.141)), 3.14)) * 43758.5453);
}

It is probably not a problem in most cases, but Material Maker generates both Godot shaders to preview results and compute shaders to render them to textures (and the end results are not the same). I can workaround the problem (by making sure float literals are not "too precise") for shaders that are provides with Material Maker, but it will remain for user-defined shaders.

### Steps to reproduce

Open the attached project
Open shader_example.tres material
Open the shader in the shader editor
Inspect native code for the material and select the fragment tab

![image](https://github.com/godotengine/godot/assets/6957908/66a8b99a-8c77-43c1-aa67-d768579d0387)


### Minimal reproduction project

[floating_point_literal_bug.zip](https://github.com/godotengine/godot/files/11924814/floating_point_literal_bug.zip)

} break;
		case SL::Node::NODE_TYPE_CONSTANT: {
			SL::ConstantNode *cnode = (SL::ConstantNode *)p_node;
			if (cnode->array_size == 0) {
				return get_constant_text(cnode->datatype, cnode->values);
			} else {
				if (cnode->get_datatype() == SL::TYPE_STRUCT) {
					code += _mkid(cnode->struct_name);
				} else {
					code += _typestr(cnode->datatype);
				}
				code += "[";
				code += itos(cnode->array_size);
				code += "]";
				code += "(";
				for (int i = 0; i < cnode->array_size; i++) {
					if (i > 0) {
						code += ",";
					} else {
						code += "";
					}
					code += _dump_node_code(cnode->array_declarations[0].initializer[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
				}
				code += ")";
			}
		} break;
		case SL::Node::NODE_TYPE_OPERATOR: {
			SL::OperatorNode *onode = (SL::OperatorNode *)p_node;
			switch (onode->op) {
				case SL::OP_ASSIGN: