### Godot version

4.0.2.stable.official

### System information

Windows 10, NVIDIA GeForce RTX 2080 SUPER, Driver 516.94, Vulkan backend

### Issue description

When referencing a built-in matrix (MODEL_MATRIX, VIEW_MATRIX...) within the light() function of a spatial shader, these errors are thrown per renderer:

Forward+:
```
-   servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp:171 - Condition "!shader_singleton->shader.version_is_valid(version)" is true.
```
Mobile:
```
-   servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp:182 - Condition "!shader_singleton->shader.version_is_valid(version)" is true.
```
Compatibility (MODEL_MATRIX is referenced):
```
-  drivers/gles3/shader_gles3.cpp:242 - SceneShaderGLES3: Fragment shader compilation failed:
-   0(521) : error C1503: undefined variable "model_matrix"
-   drivers/gles3/shader_gles3.cpp:342 - Method/function failed.
```

The shader displays a fallback instead of what's written. This can be avoided by defining a variable that is identical to the matrix and referencing that instead:

```
shader_type spatial;

varying mat4 mdlMtx;

void vertex() {
	mdlMtx = MODEL_MATRIX;
}

void light() {
	mdlMtx; // works
//	MODEL_MATRIX; // doesn't work
}
```


### Steps to reproduce

In a spatial shader, reference any built-in matrix within the light function:

```
shader_type spatial;

void light() {
	DIFFUSE_LIGHT += ATTENUATION; // lighting that should be displayed
	MODEL_MATRIX; // breaks the shader, displays a fallback
}
```

### Minimal reproduction project

[issue_light_matrices.zip](https://github.com/godotengine/godot/files/11356572/issue_light_matrices.zip)

ShaderData *shader_data = memnew(ShaderData);
	singleton->shader_list.add(&shader_data->shader_list_element);
	return shader_data;
}
void SceneShaderForwardMobile::MaterialData::set_render_priority(int p_priority) {
	priority = p_priority - RS::MATERIAL_RENDER_PRIORITY_MIN; 
}
void SceneShaderForwardMobile::MaterialData::set_next_pass(RID p_pass) {
	next_pass = p_pass;
}
bool SceneShaderForwardMobile::MaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
	SceneShaderForwardMobile *shader_singleton = (SceneShaderForwardMobile *)SceneShaderForwardMobile::singleton;
	return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, shader_singleton->shader.version_get_shader(shader_data->version, 0), RenderForwardMobile::MATERIAL_UNIFORM_SET, true, RD::BARRIER_MASK_RASTER);
}
SceneShaderForwardMobile::MaterialData::~MaterialData() {
	free_parameters_uniform_set(uniform_set);
}
RendererRD::MaterialStorage::MaterialData *SceneShaderForwardMobile::_create_material_func(ShaderData *p_shader) {
	MaterialData *material_data = memnew(MaterialData);
	material_data->shader_data = p_shader;
	
	return material_data;
}
SceneShaderForwardMobile *SceneShaderForwardMobile::singleton = nullptr;
SceneShaderForwardMobile::SceneShaderForwardMobile() {