### 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
Ref<Image> image = Image::create_empty(4, 4, false, Image::FORMAT_RGBA8);
	image->fill(Color(1, 0, 1, 1));
	Vector<Ref<Image>> images;
	if (p_layered_type == RS::TEXTURE_LAYERED_2D_ARRAY) {
		images.push_back(image);
	} else {
		
		for (int i = 0; i < 6; i++) {
			images.push_back(image);
		}
	}
	texture_2d_layered_initialize(p_texture, images, p_layered_type);
}
void TextureStorage::texture_3d_placeholder_initialize(RID p_texture) {
	
	
	Ref<Image> image = Image::create_empty(4, 4, false, Image::FORMAT_RGBA8);
	image->fill(Color(1, 0, 1, 1));
	Vector<Ref<Image>> images;
	
	for (int i = 0; i < 4; i++) {
		images.push_back(image);
	}
	texture_3d_initialize(p_texture, Image::FORMAT_RGBA8, 4, 4, 4, false, images);
}
Ref<Image> TextureStorage::texture_2d_get(RID p_texture) const {