### 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)

p_property.usage = PROPERTY_USAGE_NO_EDITOR;
	}
	if (p_property.name == "msdf_pixel_range" && !flags[FLAG_ALBEDO_TEXTURE_MSDF]) {
		p_property.usage = PROPERTY_USAGE_NO_EDITOR;
	}
	if (p_property.name == "msdf_outline_size" && !flags[FLAG_ALBEDO_TEXTURE_MSDF]) {
		p_property.usage = PROPERTY_USAGE_NO_EDITOR;
	}
	if ((p_property.name == "distance_fade_max_distance" || p_property.name == "distance_fade_min_distance") && distance_fade == DISTANCE_FADE_DISABLED) {
		p_property.usage = PROPERTY_USAGE_NO_EDITOR;
	}
	if ((p_property.name == "uv1_triplanar_sharpness" || p_property.name == "uv1_world_triplanar") && !flags[FLAG_UV1_USE_TRIPLANAR]) {
		p_property.usage = PROPERTY_USAGE_NO_EDITOR;
	}
	if ((p_property.name == "uv2_triplanar_sharpness" || p_property.name == "uv2_world_triplanar") && !flags[FLAG_UV2_USE_TRIPLANAR]) {
		p_property.usage = PROPERTY_USAGE_NO_EDITOR;
	}
	
	const bool can_select_aa = (transparency == TRANSPARENCY_ALPHA_SCISSOR || transparency == TRANSPARENCY_ALPHA_HASH);
	
	const bool alpha_aa_enabled = (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF) && can_select_aa;
	
	if (p_property.name == "alpha_scissor_threshold" && transparency != TRANSPARENCY_ALPHA_SCISSOR) {
		p_property.usage = PROPERTY_USAGE_NONE;
	}
	
	if (p_property.name == "alpha_hash_scale" && transparency != TRANSPARENCY_ALPHA_HASH) {
		p_property.usage = PROPERTY_USAGE_NONE;
	}
	if (p_property.name == "alpha_antialiasing_mode" && !can_select_aa) {