### 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)

vcode += _prestr(varying.precision, ShaderLanguage::is_float_type(varying.type));
				vcode += _typestr(varying.type);
				vcode += " " + _mkid(varying_name);
				uint32_t inc = 1U;
				if (varying.array_size > 0) {
					inc = (uint32_t)varying.array_size;
					vcode += "[";
					vcode += itos(varying.array_size);
					vcode += "]";
				}
				switch (varying.type) {
					case SL::TYPE_MAT2:
						inc *= 2U;
						break;
					case SL::TYPE_MAT3:
						inc *= 3U;
						break;
					case SL::TYPE_MAT4:
						inc *= 4U;
						break;
					default:
						break;
				}
				vcode += ";\n";
				
				if (!RS::get_singleton()->is_low_end()) {
					r_gen_code.stage_globals[STAGE_VERTEX] += "layout(location=" + itos(index) + ") ";
					r_gen_code.stage_globals[STAGE_FRAGMENT] += "layout(location=" + itos(index) + ") ";
				}
				r_gen_code.stage_globals[STAGE_VERTEX] += interp_mode + "out " + vcode;