### 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)

code += "	vec2 rim_tex = texture(texture_rim,base_uv).xy;\n";
		}
		code += "	RIM = rim*rim_tex.x;";
		code += "	RIM_TINT = rim_tint*rim_tex.y;\n";
	}
	if (features[FEATURE_CLEARCOAT]) {
		if (flags[FLAG_UV1_USE_TRIPLANAR]) {
			code += "	vec2 clearcoat_tex = triplanar_texture(texture_clearcoat,uv1_power_normal,uv1_triplanar_pos).xy;\n";
		} else {
			code += "	vec2 clearcoat_tex = texture(texture_clearcoat,base_uv).xy;\n";
		}
		code += "	CLEARCOAT = clearcoat*clearcoat_tex.x;";
		code += "	CLEARCOAT_ROUGHNESS = clearcoat_roughness*clearcoat_tex.y;\n";
	}
	if (features[FEATURE_ANISOTROPY]) {
		if (flags[FLAG_UV1_USE_TRIPLANAR]) {
			code += "	vec3 anisotropy_tex = triplanar_texture(texture_flowmap,uv1_power_normal,uv1_triplanar_pos).rga;\n";
		} else {
			code += "	vec3 anisotropy_tex = texture(texture_flowmap,base_uv).rga;\n";
		}
		code += "	ANISOTROPY = anisotropy_ratio*anisotropy_tex.b;\n";
		code += "	ANISOTROPY_FLOW = anisotropy_tex.rg*2.0-1.0;\n";
	}
	if (features[FEATURE_AMBIENT_OCCLUSION]) {
		if (!orm) {
			if (flags[FLAG_AO_ON_UV2]) {
				if (flags[FLAG_UV2_USE_TRIPLANAR]) {
					code += "	AO = dot(triplanar_texture(texture_ambient_occlusion,uv2_power_normal,uv2_triplanar_pos),ao_texture_channel);\n";
				} else {
					code += "	AO = dot(texture(texture_ambient_occlusion,base_uv2),ao_texture_channel);\n";