### 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)

switch (p_interp) {
		case SL::INTERPOLATION_FLAT:
			return "flat ";
		case SL::INTERPOLATION_SMOOTH:
			return "";
		case SL::INTERPOLATION_DEFAULT:
			return "";
	}
	return "";
}
static String _prestr(SL::DataPrecision p_pres, bool p_force_highp = false) {
	switch (p_pres) {
		case SL::PRECISION_LOWP:
			return "lowp ";
		case SL::PRECISION_MEDIUMP:
			return "mediump ";
		case SL::PRECISION_HIGHP:
			return "highp ";
		case SL::PRECISION_DEFAULT:
			return p_force_highp ? "highp " : "";
	}
	return "";
}
static String _constr(bool p_is_const) {
	if (p_is_const) {
		return "const ";
	}
	return "";
}
static String _qualstr(SL::ArgumentQualifier p_qual) {