### Godot version

4.0 rc2

### System information

Windows 10, Vulkan, GTX 1070

### Issue description

Parallax occlusion mapping does not show in stereoscopic 3D, the shader seems to not be using individual eye positions like it does in 3.5. 




### Steps to reproduce

See attached project

### Minimal reproduction project

[VR test scene.zip](https://github.com/godotengine/godot/files/10750730/VR.test.scene.zip)

Object *cached_obj = cached;
					if (!cached_obj->is_class(E->get().hint_string)) {
						is_uniform_type_compatible = false;
					}
				}
			}
			PropertyInfo info = E->get();
			info.name = "shader_parameter/" + info.name;
			if (!is_uniform_cached || !is_uniform_type_compatible) {
				
				Variant default_value = RenderingServer::get_singleton()->shader_get_parameter_default(shader->get_rid(), E->get().name);
				param_cache.insert(E->get().name, default_value);
				remap_cache.insert(info.name, E->get().name);
			}
			groups[last_group][last_subgroup].push_back(info);
		}
		for (const Pair<String, LocalVector<String>> &group_pair : vgroups) {
			String group = group_pair.first;
			for (const String &subgroup : group_pair.second) {
				List<PropertyInfo> &prop_infos = groups[group][subgroup];
				for (List<PropertyInfo>::Element *item = prop_infos.front(); item; item = item->next()) {
					p_list->push_back(item->get());
				}
			}
		}
	}
}
bool ShaderMaterial::_property_can_revert(const StringName &p_name) const {