### 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
}
	{ 
		RD::TextureFormat tformat;
		tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
		tformat.width = 4;
		tformat.height = 4;
		tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
		tformat.texture_type = RD::TEXTURE_TYPE_2D;
		Vector<uint8_t> pv;
		pv.resize(16 * 4);
		for (int i = 0; i < 16; i++) {
			pv.set(i * 4 + 0, 0);
			pv.set(i * 4 + 1, 0);
			pv.set(i * 4 + 2, 0);
			pv.set(i * 4 + 3, 255);
		}
		{
			Vector<Vector<uint8_t>> vpv;
			vpv.push_back(pv);
			decal_atlas.texture = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
			decal_atlas.texture_srgb = decal_atlas.texture;
		}
	}
	{ 
		RD::TextureFormat tformat;
		tformat.format = RD::DATA_FORMAT_R8_UINT;
		tformat.width = 4;
		tformat.height = 4;
		tformat.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT | RD::TEXTURE_USAGE_VRS_ATTACHMENT_BIT;
		tformat.texture_type = RD::TEXTURE_TYPE_2D;