### 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)

} break;
		case SL::TYPE_UINT:
			return itos(p_values[0].uint) + "u";
		case SL::TYPE_UVEC2:
		case SL::TYPE_UVEC3:
		case SL::TYPE_UVEC4: {
			String text = "uvec" + itos(p_type - SL::TYPE_UINT + 1) + "(";
			for (int i = 0; i < p_values.size(); i++) {
				if (i > 0) {
					text += ",";
				}
				text += itos(p_values[i].uint) + "u";
			}
			text += ")";
			return text;
		} break;
		case SL::TYPE_FLOAT:
			return f2sp0(p_values[0].real);
		case SL::TYPE_VEC2:
		case SL::TYPE_VEC3:
		case SL::TYPE_VEC4: {
			String text = "vec" + itos(p_type - SL::TYPE_FLOAT + 1) + "(";
			for (int i = 0; i < p_values.size(); i++) {
				if (i > 0) {
					text += ",";
				}
				text += f2sp0(p_values[i].real);
			}
			text += ")";
			return text;