### Godot version

4.2.dev3

### System information

Godot v4.2.dev3 - Arch Linux #0~20230811.g489fabdc SMP PREEMPT_DYNAMIC Sat Aug 12 02:04:20 UT - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 (nvidia; 535.98) - Intel(R) Core(TM) i5-9300H CPU @ 2.40GHz (8 Threads)

### Issue description

After turning on 2d hdr and font msdf at the same time, there is a problem with ui text rendering.

2d hdr off:
![图片](https://github.com/godotengine/godot/assets/52148221/37074fde-a0ce-4d3f-8bfc-dcf3f910cb12)
2d hdr on:
![图片](https://github.com/godotengine/godot/assets/52148221/b858899c-e08f-4bac-b0d6-4385d9a46114)


### Steps to reproduce

1. Open msdf for default font or custom font.
2. Turn on 2d hdr.
3. Add a Label node and enter text, the text rendering is destroyed.

### Minimal reproduction project

N/A
return true;
}
RID TextureStorage::canvas_texture_allocate() {
	return canvas_texture_owner.allocate_rid();
}
void TextureStorage::canvas_texture_initialize(RID p_rid) {
	canvas_texture_owner.initialize_rid(p_rid);
}
void TextureStorage::canvas_texture_free(RID p_rid) {
	canvas_texture_owner.free(p_rid);
}
void TextureStorage::canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) {
	CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
	ERR_FAIL_NULL(ct);
	switch (p_channel) {
		case RS::CANVAS_TEXTURE_CHANNEL_DIFFUSE: {
			ct->diffuse = p_texture;
		} break;
		case RS::CANVAS_TEXTURE_CHANNEL_NORMAL: {
			ct->normal_map = p_texture;
		} break;
		case RS::CANVAS_TEXTURE_CHANNEL_SPECULAR: {
			ct->specular = p_texture;
		} break;
	}
	ct->clear_sets();
}
void TextureStorage::canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_specular_color, float p_shininess) {