### 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 (shader.is_valid()) {
		const StringName *pr = remap_cache.getptr(p_name);
		if (pr) {
			Variant default_value = RenderingServer::get_singleton()->shader_get_parameter_default(shader->get_rid(), *pr);
			Variant current_value = get_shader_parameter(*pr);
			return default_value.get_type() != Variant::NIL && default_value != current_value;
		}
	}
	return false;
}
bool ShaderMaterial::_property_get_revert(const StringName &p_name, Variant &r_property) const {