### Godot version

v4.1.rc2.official [46424488e]

### System information

Godot v4.1.rc2 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (NVIDIA; 31.0.15.2802) - Intel(R) Core(TM) i5-10400F CPU @ 2.90GHz (12 Threads)

### Issue description

The native shader generated from (for example) a canvas_item shader has some modified floating point litterals. For example, in the following function, the "43758.5453" becomes "43758.5".

float rand(vec2 x) {
    return fract(cos(mod(dot(x, vec2(13.9898, 8.141)), 3.14)) * 43758.5453);
}

It is probably not a problem in most cases, but Material Maker generates both Godot shaders to preview results and compute shaders to render them to textures (and the end results are not the same). I can workaround the problem (by making sure float literals are not "too precise") for shaders that are provides with Material Maker, but it will remain for user-defined shaders.

### Steps to reproduce

Open the attached project
Open shader_example.tres material
Open the shader in the shader editor
Inspect native code for the material and select the fragment tab

![image](https://github.com/godotengine/godot/assets/6957908/66a8b99a-8c77-43c1-aa67-d768579d0387)


### Minimal reproduction project

[floating_point_literal_bug.zip](https://github.com/godotengine/godot/files/11924814/floating_point_literal_bug.zip)

RS::GlobalShaderParameterType gvt = RSG::material_storage->global_shader_parameter_get_type(p_name);
	return (ShaderLanguage::DataType)RS::global_shader_uniform_type_get_shader_datatype(gvt);
}
Error ShaderCompiler::compile(RS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code) {
	SL::ShaderCompileInfo info;
	info.functions = ShaderTypes::get_singleton()->get_functions(p_mode);
	info.render_modes = ShaderTypes::get_singleton()->get_modes(p_mode);
	info.shader_types = ShaderTypes::get_singleton()->get_types();
	info.global_shader_uniform_type_func = _get_global_shader_uniform_type;
	Error err = parser.compile(p_code, info);
	if (err != OK) {
		Vector<ShaderLanguage::FilePosition> include_positions = parser.get_include_positions();
		String current;
		HashMap<String, Vector<String>> includes;
		includes[""] = Vector<String>();
		Vector<String> include_stack;
		Vector<String> shader_lines = p_code.split("\n");
		
		for (int i = 0; i < shader_lines.size(); i++) {
			String l = shader_lines[i];
			if (l.begins_with("@@>")) {
				String inc_path = l.replace_first("@@>", "");
				l = "#include \"" + inc_path + "\"";
				includes[current].append("#include \"" + inc_path + "\""); 
				include_stack.push_back(current);
				current = inc_path;
				includes[inc_path] = Vector<String>();
			} else if (l.begins_with("@@<")) {
				if (include_stack.size()) {
					current = include_stack[include_stack.size() - 1];