### 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)

BIND_ENUM_CONSTANT(DISTANCE_FADE_OBJECT_DITHER);
}
BaseMaterial3D::BaseMaterial3D(bool p_orm) :
		element(this) {
	orm = p_orm;
	
	set_albedo(Color(1.0, 1.0, 1.0, 1.0));
	set_specular(0.5);
	set_roughness(1.0);
	set_metallic(0.0);
	set_emission(Color(0, 0, 0));
	set_emission_energy_multiplier(1.0);
	set_normal_scale(1);
	set_rim(1.0);
	set_rim_tint(0.5);
	set_clearcoat(1);
	set_clearcoat_roughness(0.5);
	set_anisotropy(0);
	set_heightmap_scale(5.0);
	set_subsurface_scattering_strength(0);
	set_backlight(Color(0, 0, 0));
	set_transmittance_color(Color(1, 1, 1, 1));
	set_transmittance_depth(0.1);
	set_transmittance_boost(0.0);
	set_refraction(0.05);
	set_point_size(1);
	set_uv1_offset(Vector3(0, 0, 0));
	set_uv1_scale(Vector3(1, 1, 1));
	set_uv1_triplanar_blend_sharpness(1);
	set_uv2_offset(Vector3(0, 0, 0));