### 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)

{ "params_billboard_keep_scale", "billboard_keep_scale" },
			{ "params_grow", "grow" },
			{ "params_grow_amount", "grow_amount" },
			{ "params_alpha_scissor_threshold", "alpha_scissor_threshold" },
			{ "params_alpha_hash_scale", "alpha_hash_scale" },
			{ "params_alpha_antialiasing_edge", "alpha_antialiasing_edge" },
			{ "depth_scale", "heightmap_scale" },
			{ "depth_deep_parallax", "heightmap_deep_parallax" },
			{ "depth_min_layers", "heightmap_min_layers" },
			{ "depth_max_layers", "heightmap_max_layers" },
			{ "depth_flip_tangent", "heightmap_flip_tangent" },
			{ "depth_flip_binormal", "heightmap_flip_binormal" },
			{ "depth_texture", "heightmap_texture" },
			{ "emission_energy", "emission_energy_multiplier" },
			{ nullptr, nullptr },
		};
		int idx = 0;
		while (remaps[idx].first) {
			if (p_name == remaps[idx].first) {
				set(remaps[idx].second, p_value);
				return true;
			}
			idx++;
		}
		WARN_PRINT("Godot 3.x SpatialMaterial remapped parameter not found: " + String(p_name));
		return true;
	}
}
#endif