### 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)

uniform_defines.write[uniform.order] = ucode;
					if (is_buffer_global) {
						
						uniform_sizes.write[uniform.order] = ShaderLanguage::get_datatype_size(ShaderLanguage::TYPE_UINT);
						uniform_alignments.write[uniform.order] = _get_datatype_alignment(ShaderLanguage::TYPE_UINT);
					} else {
						
						if (uniform.array_size > 0) {
							int size = ShaderLanguage::get_datatype_size(uniform.type) * uniform.array_size;
							int m = (16 * uniform.array_size);
							if ((size % m) != 0) {
								size += m - (size % m);
							}
							uniform_sizes.write[uniform.order] = size;
							uniform_alignments.write[uniform.order] = 16;
						} else {
							uniform_sizes.write[uniform.order] = ShaderLanguage::get_datatype_size(uniform.type);
							uniform_alignments.write[uniform.order] = _get_datatype_alignment(uniform.type);
						}
					}
				}
				p_actions.uniforms->insert(uniform_name, uniform);
			}
			for (int i = 0; i < max_uniforms; i++) {
				r_gen_code.uniforms += uniform_defines[i];
			}
			
			int offset = 0;
			for (int i = 0; i < uniform_sizes.size(); i++) {
				int align = offset % uniform_alignments[i];