### 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)

}
	
	
	
	if (transparency == TRANSPARENCY_ALPHA_HASH || transparency == TRANSPARENCY_ALPHA_SCISSOR) {
		
		if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE) {
			code += ",alpha_to_coverage";
		} else if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE) {
			code += ",alpha_to_coverage_and_one";
		}
	}
	code += ";\n";
	code += "uniform vec4 albedo : source_color;\n";
	code += "uniform sampler2D texture_albedo : source_color," + texfilter_str + ";\n";
	if (grow_enabled) {
		code += "uniform float grow;\n";
	}
	if (proximity_fade_enabled) {
		code += "uniform float proximity_fade_distance;\n";
	}
	if (distance_fade != DISTANCE_FADE_DISABLED) {
		code += "uniform float distance_fade_min;\n";
		code += "uniform float distance_fade_max;\n";
	}
	if (flags[FLAG_ALBEDO_TEXTURE_MSDF]) {
		code += "uniform float msdf_pixel_range;\n";
		code += "uniform float msdf_outline_size;\n";
	}