### Godot version

4.0.2 stable

### System information

issue tested on win10 with ryzen 7 and rx 6600, win11 with ryzen 7 and gtx 3050

### Issue description

When creating a screen reading post processing shader, the normal buffer functions correctly in the editor, but does not seem to be functioning as expected in debug, producing only a solid colour when run. I am unsure if this behaviour is intended, but if so, I feel it should be properly documented.

Running correctly in editor:
![image](https://user-images.githubusercontent.com/71034402/230672620-fc5e4baf-c12e-4755-b7a2-206087459307.png)

Solid colour in debug:
![image](https://user-images.githubusercontent.com/71034402/230672489-d9c29755-c2d3-4e72-9ea0-355148e916fe.png)


### Steps to reproduce

*this shader should be attached to a MeshInstance3D quadmesh*
minimal shader to reproduce:

```glsl
shader_type spatial;
render_mode unshaded, cull_disabled;

uniform sampler2D NORMAL_TEXTURE : hint_normal_roughness_texture, filter_linear_mipmap;

void vertex(){
	VERTEX *= 2.0;
	POSITION = vec4(VERTEX, 1.0);
}

void fragment(){
	ALBEDO = texture(NORMAL_TEXTURE, SCREEN_UV).rgb;
}
```

### Minimal reproduction project

N/A
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
	RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
	bool is_multiview = false;
	Ref<RenderSceneBuffersRD> rb; 
	Ref<RenderBufferDataForwardClustered> rb_data;
	if (p_render_data && p_render_data->render_buffers.is_valid()) {
		rb = p_render_data->render_buffers;
		is_multiview = rb->get_view_count() > 1;
		if (rb->has_custom_data(RB_SCOPE_FORWARD_CLUSTERED)) {
			
			
			rb_data = rb->get_custom_data(RB_SCOPE_FORWARD_CLUSTERED);
		}
	}
	
	Vector<RD::Uniform> uniforms;
	{
		RD::Uniform u;
		u.binding = 0;
		u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;