### 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)

SceneTree *st = Object::cast_to<SceneTree>(OS::get_singleton()->get_main_loop());
	RID shader = get_shader_rid();
	if (st && shader.is_valid()) {
		st->call_group_flags(SceneTree::GROUP_CALL_DEFERRED, "_native_shader_source_visualizer", "_inspect_shader", shader);
	}
}
RID Material::get_shader_rid() const {
	RID ret;
	GDVIRTUAL_REQUIRED_CALL(_get_shader_rid, ret);
	return ret;
}
Shader::Mode Material::get_shader_mode() const {
	Shader::Mode ret = Shader::MODE_MAX;
	GDVIRTUAL_REQUIRED_CALL(_get_shader_mode, ret);
	return ret;
}
bool Material::_can_do_next_pass() const {
	bool ret = false;
	GDVIRTUAL_CALL(_can_do_next_pass, ret);
	return ret;
}
bool Material::_can_use_render_priority() const {