### Godot version

4.0.2 stable

### System information

issue tested on win10 with ryzen 7 and rx 6600, win11 with ryzen 7 and gtx 3050

### Issue description

When creating a screen reading post processing shader, the normal buffer functions correctly in the editor, but does not seem to be functioning as expected in debug, producing only a solid colour when run. I am unsure if this behaviour is intended, but if so, I feel it should be properly documented.

Running correctly in editor:
![image](https://user-images.githubusercontent.com/71034402/230672620-fc5e4baf-c12e-4755-b7a2-206087459307.png)

Solid colour in debug:
![image](https://user-images.githubusercontent.com/71034402/230672489-d9c29755-c2d3-4e72-9ea0-355148e916fe.png)


### Steps to reproduce

*this shader should be attached to a MeshInstance3D quadmesh*
minimal shader to reproduce:

```glsl
shader_type spatial;
render_mode unshaded, cull_disabled;

uniform sampler2D NORMAL_TEXTURE : hint_normal_roughness_texture, filter_linear_mipmap;

void vertex(){
	VERTEX *= 2.0;
	POSITION = vec4(VERTEX, 1.0);
}

void fragment(){
	ALBEDO = texture(NORMAL_TEXTURE, SCREEN_UV).rgb;
}
```

### Minimal reproduction project

N/A
fog.instantiate();
		fog->init(Vector3i(target_width, target_height, get_volumetric_fog_depth()), sky.sky_shader.default_shader_rd);
		p_render_buffers->set_custom_data(RB_SCOPE_FOG, fog);
	}
	if (p_render_buffers->has_custom_data(RB_SCOPE_FOG)) {
		Ref<RendererRD::Fog::VolumetricFog> fog = p_render_buffers->get_custom_data(RB_SCOPE_FOG);
		RendererRD::Fog::VolumetricFogSettings settings;
		settings.rb_size = size;
		settings.time = time;
		settings.is_using_radiance_cubemap_array = is_using_radiance_cubemap_array();
		settings.max_cluster_elements = RendererRD::LightStorage::get_singleton()->get_max_cluster_elements();
		settings.volumetric_fog_filter_active = get_volumetric_fog_filter_active();
		settings.shadow_sampler = shadow_sampler;
		settings.shadow_atlas_depth = RendererRD::LightStorage::get_singleton()->owns_shadow_atlas(p_shadow_atlas) ? RendererRD::LightStorage::get_singleton()->shadow_atlas_get_texture(p_shadow_atlas) : RID();
		settings.voxel_gi_buffer = rbgi->get_voxel_gi_buffer();
		settings.omni_light_buffer = RendererRD::LightStorage::get_singleton()->get_omni_light_buffer();
		settings.spot_light_buffer = RendererRD::LightStorage::get_singleton()->get_spot_light_buffer();
		settings.directional_shadow_depth = RendererRD::LightStorage::get_singleton()->directional_shadow_get_texture();
		settings.directional_light_buffer = RendererRD::LightStorage::get_singleton()->get_directional_light_buffer();
		settings.vfog = fog;
		settings.cluster_builder = rb_data->cluster_builder;
		settings.rbgi = rbgi;
		settings.sdfgi = sdfgi;
		settings.env = p_environment;
		settings.sky = &sky;
		settings.gi = &gi;
		RendererRD::Fog::get_singleton()->volumetric_fog_update(settings, p_cam_projection, p_cam_transform, p_prev_cam_inv_transform, p_shadow_atlas, p_directional_light_count, p_use_directional_shadows, p_positional_light_count, p_voxel_gi_count, p_fog_volumes);
	}
}
void RenderForwardClustered::setup_added_reflection_probe(const Transform3D &p_transform, const Vector3 &p_half_size) {