### Godot version

4.0 rc2

### System information

Windows 10, Vulkan, GTX 1070

### Issue description

Parallax occlusion mapping does not show in stereoscopic 3D, the shader seems to not be using individual eye positions like it does in 3.5. 




### Steps to reproduce

See attached project

### Minimal reproduction project

[VR test scene.zip](https://github.com/godotengine/godot/files/10750730/VR.test.scene.zip)

if (!_can_do_next_pass() && p_property.name == "next_pass") {
		p_property.usage = PROPERTY_USAGE_NONE;
	}
	if (!_can_use_render_priority() && p_property.name == "render_priority") {
		p_property.usage = PROPERTY_USAGE_NONE;
	}
}
void Material::_mark_initialized(const Callable &p_queue_shader_change_callable) {
	
	
	if (ResourceLoader::is_within_load() && Thread::get_caller_id() != Thread::get_main_id()) {
		DEV_ASSERT(init_state != INIT_STATE_READY);
		if (init_state == INIT_STATE_UNINITIALIZED) { 
			
			init_state = INIT_STATE_INITIALIZING;
			
			
			callable_mp(this, &Material::_mark_initialized).bind(p_queue_shader_change_callable).call_deferred();
			
			p_queue_shader_change_callable.call_deferred();
		}
	} else {
		
		init_state = INIT_STATE_READY;
		p_queue_shader_change_callable.callv(Array());
	}
}
void Material::inspect_native_shader_code() {