### Godot version

4.0beta16

### System information

Windows 10, Vulkan API 1.3.205, NVIDIA - NVIDIA GeForce RTX 3080, Valve Index, Steam VR

### Issue description

When XR is enabled FogVolumes (and probably all volumetric fog but it is not obvious for large homogenous volumes) are rendered to the wrong location in both eyes once XR is enabled on the viewport. Here's a unit-cube dense fog volume stacked between two mesh cubes.

Here it is correctly positioned in the editor:
<img width="687" alt="Screenshot 2023-01-29 122055" src="https://user-images.githubusercontent.com/617962/215351015-db22759f-2687-4791-bf1d-86266a630415.png">
But once XR is enabled on the viewport, the volume is shifted to the left in the left eye and to the right in the right eye:
![Screenshot_Sun_Jan_29_12-19-34_2023_VR](https://user-images.githubusercontent.com/617962/215351058-907ed3c9-ea98-412c-b792-4edfacff9f57.png)

It is also shifted to the left in the main game window (presumably because the game window is rendering the left eye).

The shift is in screenspace as you can see if I rotate my head:
![Screenshot_Sun_Jan_29_12-19-41_2023_VR](https://user-images.githubusercontent.com/617962/215351286-d9dd656a-bc90-4c00-8834-674d294e8a70.png)


### Steps to reproduce

Create a small fog volume and enable XR on the viewport.
I have also observed this on large fog volumes if using a fog shader which creates small clumps of fog, the clumps are shifted wrongly which breaks stereopsis .

### Minimal reproduction project

[FogVolume.zip](https://github.com/godotengine/godot/files/10530642/FogVolume.zip)

virtual ~SkyShaderData();
	};
	void _render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, const Projection &p_projection, const Basis &p_orientation, const Vector3 &p_position, float p_luminance_multiplier);
public:
	struct SkySceneState {
		struct UBO {
			float view_inv_projections[RendererSceneRender::MAX_RENDER_VIEWS][16]; 
			float view_eye_offsets[RendererSceneRender::MAX_RENDER_VIEWS][4]; 
			uint32_t volumetric_fog_enabled; 
			float volumetric_fog_inv_length; 
			float volumetric_fog_detail_spread; 
			float volumetric_fog_sky_affect; 
			uint32_t fog_enabled; 
			float fog_sky_affect; 
			float fog_density; 
			float fog_sun_scatter; 
			float fog_light_color[3]; 
			float fog_aerial_perspective; 
			float z_far; 
			uint32_t directional_light_count; 
			uint32_t pad1; 
			uint32_t pad2; 
		};
		UBO ubo;
		uint32_t view_count = 1;
		Transform3D cam_transform;
		Projection cam_projection;
		SkyDirectionalLightData *directional_lights = nullptr;
		SkyDirectionalLightData *last_frame_directional_lights = nullptr;