### 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
shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6);
	}
	{ 
		primitive_arrays.index_array[0] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 1);
		primitive_arrays.index_array[1] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 2);
		primitive_arrays.index_array[2] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 3);
		primitive_arrays.index_array[3] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6);
	}
	{
		
		RD::TextureFormat tf;
		tf.texture_type = RD::TEXTURE_TYPE_2D;
		tf.width = 4;
		tf.height = 4;
		tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
		tf.format = RD::DATA_FORMAT_R32_SFLOAT;
		state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
	}
	{
		Vector<RD::Uniform> uniforms;
		{
			RD::Uniform u;
			u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
			u.binding = 0;
			u.append_id(RendererRD::MeshStorage::get_singleton()->get_default_rd_storage_buffer());
			uniforms.push_back(u);
		}
		state.default_transforms_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
	}
	default_canvas_texture = texture_storage->canvas_texture_allocate();