### 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)

alpha_antialiasing_edge = p_edge;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->alpha_antialiasing_edge, p_edge);
}
float BaseMaterial3D::get_alpha_antialiasing_edge() const {
	return alpha_antialiasing_edge;
}
void BaseMaterial3D::set_grow(float p_grow) {
	grow = p_grow;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->grow, p_grow);
}
float BaseMaterial3D::get_grow() const {
	return grow;
}
static Plane _get_texture_mask(BaseMaterial3D::TextureChannel p_channel) {
	static const Plane masks[5] = {
		Plane(1, 0, 0, 0),
		Plane(0, 1, 0, 0),
		Plane(0, 0, 1, 0),
		Plane(0, 0, 0, 1),
		Plane(0.3333333, 0.3333333, 0.3333333, 0),
	};
	return masks[p_channel];
}
void BaseMaterial3D::set_metallic_texture_channel(TextureChannel p_channel) {
	ERR_FAIL_INDEX(p_channel, 5);
	metallic_texture_channel = p_channel;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->metallic_texture_channel, _get_texture_mask(p_channel));
}
BaseMaterial3D::TextureChannel BaseMaterial3D::get_metallic_texture_channel() const {