### Godot version

4.0beta16

### System information

Windows 10, Vulkan API 1.3.205, NVIDIA - NVIDIA GeForce RTX 3080, Valve Index, Steam VR

### Issue description

When XR is enabled FogVolumes (and probably all volumetric fog but it is not obvious for large homogenous volumes) are rendered to the wrong location in both eyes once XR is enabled on the viewport. Here's a unit-cube dense fog volume stacked between two mesh cubes.

Here it is correctly positioned in the editor:
<img width="687" alt="Screenshot 2023-01-29 122055" src="https://user-images.githubusercontent.com/617962/215351015-db22759f-2687-4791-bf1d-86266a630415.png">
But once XR is enabled on the viewport, the volume is shifted to the left in the left eye and to the right in the right eye:
![Screenshot_Sun_Jan_29_12-19-34_2023_VR](https://user-images.githubusercontent.com/617962/215351058-907ed3c9-ea98-412c-b792-4edfacff9f57.png)

It is also shifted to the left in the main game window (presumably because the game window is rendering the left eye).

The shift is in screenspace as you can see if I rotate my head:
![Screenshot_Sun_Jan_29_12-19-41_2023_VR](https://user-images.githubusercontent.com/617962/215351286-d9dd656a-bc90-4c00-8834-674d294e8a70.png)


### Steps to reproduce

Create a small fog volume and enable XR on the viewport.
I have also observed this on large fog volumes if using a fog shader which creates small clumps of fog, the clumps are shifted wrongly which breaks stereopsis .

### Minimal reproduction project

[FogVolume.zip](https://github.com/godotengine/godot/files/10530642/FogVolume.zip)

if (current_cluster_builder != nullptr) {
		current_cluster_builder->add_light(p_type == RS::LIGHT_SPOT ? ClusterBuilderRD::LIGHT_TYPE_SPOT : ClusterBuilderRD::LIGHT_TYPE_OMNI, p_transform, p_radius, p_spot_aperture);
	}
}
void RenderForwardClustered::setup_added_decal(const Transform3D &p_transform, const Vector3 &p_half_size) {
	if (current_cluster_builder != nullptr) {
		current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_DECAL, p_transform, p_half_size);
	}
}
void RenderForwardClustered::_process_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, const RID *p_normal_buffers, const Projection *p_projections) {
	ERR_FAIL_NULL(ss_effects);
	ERR_FAIL_COND(p_render_buffers.is_null());
	ERR_FAIL_COND(p_environment.is_null());
	Ref<RenderBufferDataForwardClustered> rb_data = p_render_buffers->get_custom_data(RB_SCOPE_FORWARD_CLUSTERED);
	ERR_FAIL_COND(rb_data.is_null());
	RENDER_TIMESTAMP("Process SSAO");
	RendererRD::SSEffects::SSAOSettings settings;
	settings.radius = environment_get_ssao_radius(p_environment);
	settings.intensity = environment_get_ssao_intensity(p_environment);
	settings.power = environment_get_ssao_power(p_environment);
	settings.detail = environment_get_ssao_detail(p_environment);
	settings.horizon = environment_get_ssao_horizon(p_environment);
	settings.sharpness = environment_get_ssao_sharpness(p_environment);
	settings.full_screen_size = p_render_buffers->get_internal_size();
	ss_effects->ssao_allocate_buffers(p_render_buffers, rb_data->ss_effects_data.ssao, settings);
	for (uint32_t v = 0; v < p_render_buffers->get_view_count(); v++) {
		ss_effects->generate_ssao(p_render_buffers, rb_data->ss_effects_data.ssao, v, p_normal_buffers[v], p_projections[v], settings);
	}
}
void RenderForwardClustered::_process_ssil(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, const RID *p_normal_buffers, const Projection *p_projections, const Transform3D &p_transform) {