### 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
if (time_used) {
		RenderingServerDefault::redraw_request();
	}
}
RID RendererCanvasRenderRD::light_create() {
	CanvasLight canvas_light;
	return canvas_light_owner.make_rid(canvas_light);
}
void RendererCanvasRenderRD::light_set_texture(RID p_rid, RID p_texture) {
	RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
	CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
	ERR_FAIL_COND(!cl);
	if (cl->texture == p_texture) {
		return;
	}
	ERR_FAIL_COND(p_texture.is_valid() && !texture_storage->owns_texture(p_texture));
	if (cl->texture.is_valid()) {
		texture_storage->texture_remove_from_decal_atlas(cl->texture);
	}
	cl->texture = p_texture;
	if (cl->texture.is_valid()) {
		texture_storage->texture_add_to_decal_atlas(cl->texture);
	}
}
void RendererCanvasRenderRD::light_set_use_shadow(RID p_rid, bool p_enable) {
	CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
	ERR_FAIL_COND(!cl);
	cl->shadow.enabled = p_enable;
}
void RendererCanvasRenderRD::_update_shadow_atlas() {