### Godot version

v4.1.rc2.official [46424488e]

### System information

Godot v4.1.rc2 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (NVIDIA; 31.0.15.2802) - Intel(R) Core(TM) i5-10400F CPU @ 2.90GHz (12 Threads)

### Issue description

The native shader generated from (for example) a canvas_item shader has some modified floating point litterals. For example, in the following function, the "43758.5453" becomes "43758.5".

float rand(vec2 x) {
    return fract(cos(mod(dot(x, vec2(13.9898, 8.141)), 3.14)) * 43758.5453);
}

It is probably not a problem in most cases, but Material Maker generates both Godot shaders to preview results and compute shaders to render them to textures (and the end results are not the same). I can workaround the problem (by making sure float literals are not "too precise") for shaders that are provides with Material Maker, but it will remain for user-defined shaders.

### Steps to reproduce

Open the attached project
Open shader_example.tres material
Open the shader in the shader editor
Inspect native code for the material and select the fragment tab

![image](https://github.com/godotengine/godot/assets/6957908/66a8b99a-8c77-43c1-aa67-d768579d0387)


### Minimal reproduction project

[floating_point_literal_bug.zip](https://github.com/godotengine/godot/files/11924814/floating_point_literal_bug.zip)

print_line(vformat("%5d | %s", i + 1, V[i]));
				}
			}
		}
		String file;
		int line;
		if (include_positions.size() > 1) {
			file = include_positions[include_positions.size() - 1].file;
			line = include_positions[include_positions.size() - 1].line;
		} else {
			file = p_path;
			line = parser.get_error_line();
		}
		_err_print_error(nullptr, file.utf8().get_data(), line, parser.get_error_text().utf8().get_data(), false, ERR_HANDLER_SHADER);
		return err;
	}
	r_gen_code.defines.clear();
	r_gen_code.code.clear();
	for (int i = 0; i < STAGE_MAX; i++) {
		r_gen_code.stage_globals[i] = String();
	}
	r_gen_code.uses_fragment_time = false;
	r_gen_code.uses_vertex_time = false;
	r_gen_code.uses_global_textures = false;
	r_gen_code.uses_screen_texture_mipmaps = false;
	r_gen_code.uses_screen_texture = false;
	r_gen_code.uses_depth_texture = false;
	r_gen_code.uses_normal_roughness_texture = false;
	used_name_defines.clear();
	used_rmode_defines.clear();