### 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
}
		}
		u.append_id(screen);
		uniforms.push_back(u);
	}
	{
		RD::Uniform u;
		u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
		u.binding = 7;
		RID sdf = texture_storage->render_target_get_sdf_texture(p_to_render_target);
		u.append_id(sdf);
		uniforms.push_back(u);
	}
	{
		RD::Uniform u;
		u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
		u.binding = 9;
		u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer());
		uniforms.push_back(u);
	}
	uniforms.append_array(material_storage->get_default_sampler_uniforms(SAMPLERS_BINDING_FIRST_INDEX));
	RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, BASE_UNIFORM_SET);
	if (p_backbuffer) {
		texture_storage->render_target_set_backbuffer_uniform_set(p_to_render_target, uniform_set);
	} else {
		texture_storage->render_target_set_framebuffer_uniform_set(p_to_render_target, uniform_set);
	}
	return uniform_set;
}
void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool &r_sdf_used, bool p_to_backbuffer) {