### 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)

}
					}
				} else {
					last_group = "<None>";
					last_subgroup = "<None>";
					is_none_group = true;
				}
				continue; 
			}
			if (is_none_group_undefined && is_none_group) {
				is_none_group_undefined = false;
				PropertyInfo info;
				info.usage = PROPERTY_USAGE_GROUP;
				info.name = "Shader Parameters";
				info.hint_string = "shader_parameter/";
				groups["<None>"]["<None>"].push_back(info);
				vgroups.push_back(Pair<String, LocalVector<String>>("<None>", { "<None>" }));
			}
			const bool is_uniform_cached = param_cache.has(E->get().name);
			bool is_uniform_type_compatible = true;
			if (is_uniform_cached) {
				
				const Variant &cached = param_cache.get(E->get().name);
				if (cached.is_array()) {
					
					is_uniform_type_compatible = Variant::can_convert(E->get().type, cached.get_type());
				} else {
					is_uniform_type_compatible = E->get().type == cached.get_type();
				}
				if (is_uniform_type_compatible && E->get().type == Variant::OBJECT && cached.get_type() == Variant::OBJECT) {