### 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
return decal_atlas.texture;
}
RID TextureStorage::decal_atlas_get_texture_srgb() const {
	return decal_atlas.texture_srgb;
}
RID TextureStorage::decal_allocate() {
	return decal_owner.allocate_rid();
}
void TextureStorage::decal_initialize(RID p_decal) {
	decal_owner.initialize_rid(p_decal, Decal());
}
void TextureStorage::decal_free(RID p_rid) {
	Decal *decal = decal_owner.get_or_null(p_rid);
	for (int i = 0; i < RS::DECAL_TEXTURE_MAX; i++) {
		if (decal->textures[i].is_valid() && owns_texture(decal->textures[i])) {
			texture_remove_from_decal_atlas(decal->textures[i]);
		}
	}
	decal->dependency.deleted_notify(p_rid);
	decal_owner.free(p_rid);
}
void TextureStorage::decal_set_size(RID p_decal, const Vector3 &p_size) {