### 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
BLEND_MODE_MIX,
			BLEND_MODE_ADD,
			BLEND_MODE_SUB,
			BLEND_MODE_MUL,
			BLEND_MODE_PMALPHA,
			BLEND_MODE_DISABLED,
		};
		bool valid = false;
		RID version;
		PipelineVariants pipeline_variants;
		Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
		Vector<uint32_t> ubo_offsets;
		uint32_t ubo_size = 0;
		String code;
		bool uses_screen_texture = false;
		bool uses_screen_texture_mipmaps = false;
		bool uses_sdf = false;
		bool uses_time = false;
		virtual void set_code(const String &p_Code);
		virtual bool is_animated() const;
		virtual bool casts_shadows() const;
		virtual RS::ShaderNativeSourceCode get_native_source_code() const;
		CanvasShaderData() {}