### Godot version

4.2.dev3

### System information

Godot v4.2.dev3 - Arch Linux #0~20230811.g489fabdc SMP PREEMPT_DYNAMIC Sat Aug 12 02:04:20 UT - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 (nvidia; 535.98) - Intel(R) Core(TM) i5-9300H CPU @ 2.40GHz (8 Threads)

### Issue description

After turning on 2d hdr and font msdf at the same time, there is a problem with ui text rendering.

2d hdr off:
![图片](https://github.com/godotengine/godot/assets/52148221/37074fde-a0ce-4d3f-8bfc-dcf3f910cb12)
2d hdr on:
![图片](https://github.com/godotengine/godot/assets/52148221/b858899c-e08f-4bac-b0d6-4385d9a46114)


### Steps to reproduce

1. Open msdf for default font or custom font.
2. Turn on 2d hdr.
3. Add a Label node and enter text, the text rendering is destroyed.

### Minimal reproduction project

N/A
if (emission_tex.is_valid()) {
			Rect2 rect = decal_atlas_get_texture_rect(emission_tex);
			dd.emission_rect[0] = rect.position.x;
			dd.emission_rect[1] = rect.position.y;
			dd.emission_rect[2] = rect.size.x;
			dd.emission_rect[3] = rect.size.y;
		} else {
			dd.emission_rect[0] = 0;
			dd.emission_rect[1] = 0;
			dd.emission_rect[2] = 0;
			dd.emission_rect[3] = 0;
		}
		Color modulate = decal->modulate;
		dd.modulate[0] = modulate.r;
		dd.modulate[1] = modulate.g;
		dd.modulate[2] = modulate.b;
		dd.modulate[3] = modulate.a * fade;
		dd.emission_energy = decal->emission_energy * fade;
		dd.albedo_mix = decal->albedo_mix;
		dd.mask = decal->cull_mask;
		dd.upper_fade = decal->upper_fade;
		dd.lower_fade = decal->lower_fade;
		
		RendererSceneRenderRD::get_singleton()->setup_added_decal(xform, decal_extents);
	}
	if (decal_count > 0) {
		RD::get_singleton()->buffer_update(decal_buffer, 0, sizeof(DecalData) * decal_count, decals, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
	}
}
RID TextureStorage::RenderTarget::get_framebuffer() {