### Godot version

4.0.1(flatpak)

### System information

Linux openSUSE

### Issue description

Cyclic Dependencies in shader result in infinite loop

### Steps to reproduce

Create 'main' shader that includes other shader, let's say `inc_me1` and `inc_me2` if 'inc_me1' that includes 'main' shader and 'inc_me2' includes 'inc_me1'. It results in a freeze.

### Minimal reproduction project

[Shader dependency.zip](https://github.com/godotengine/godot/files/11547654/Shader.dependency.zip)
uncomment include, and the editor will freeze and crash
}
	Variant v = expression.execute(Array(), nullptr, false);
	if (v.get_type() == Variant::NIL) {
		set_error(RTR("Condition evaluation error."), line);
		return;
	}
	bool success = v.booleanize();
	start_branch_condition(p_tokenizer, success);
	if (state->save_regions) {
		add_region(line + 1, success, state->previous_region);
	}
}
void ShaderPreprocessor::process_ifdef(Tokenizer *p_tokenizer) {
	const int line = p_tokenizer->get_line();
	String label = p_tokenizer->get_identifier();
	if (label.is_empty()) {
		set_error(RTR("Invalid macro name."), line);
		return;
	}
	if (!p_tokenizer->consume_empty_line()) {
		set_error(RTR("Invalid ifdef."), line);
		return;
	}
	bool success = state->defines.has(label);
	start_branch_condition(p_tokenizer, success);
	if (state->save_regions) {
		add_region(line + 1, success, state->previous_region);
	}
}
void ShaderPreprocessor::process_ifndef(Tokenizer *p_tokenizer) {