### 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
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
	RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
	Item *current_clip = nullptr;
	Transform2D canvas_transform_inverse = p_canvas_transform_inverse;
	RID framebuffer;
	RID fb_uniform_set;
	bool clear = false;
	Vector<Color> clear_colors;
	if (p_to_backbuffer) {
		framebuffer = texture_storage->render_target_get_rd_backbuffer_framebuffer(p_to_render_target);
		fb_uniform_set = texture_storage->render_target_get_backbuffer_uniform_set(p_to_render_target);
	} else {
		framebuffer = texture_storage->render_target_get_rd_framebuffer(p_to_render_target);
		if (texture_storage->render_target_is_clear_requested(p_to_render_target)) {
			clear = true;
			clear_colors.push_back(texture_storage->render_target_get_clear_request_color(p_to_render_target));
			texture_storage->render_target_disable_clear_request(p_to_render_target);
		}
		
		fb_uniform_set = texture_storage->render_target_get_framebuffer_uniform_set(p_to_render_target);
	}
	if (fb_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fb_uniform_set)) {