### Godot version

4.0.2 stable

### System information

issue tested on win10 with ryzen 7 and rx 6600, win11 with ryzen 7 and gtx 3050

### Issue description

When creating a screen reading post processing shader, the normal buffer functions correctly in the editor, but does not seem to be functioning as expected in debug, producing only a solid colour when run. I am unsure if this behaviour is intended, but if so, I feel it should be properly documented.

Running correctly in editor:
![image](https://user-images.githubusercontent.com/71034402/230672620-fc5e4baf-c12e-4755-b7a2-206087459307.png)

Solid colour in debug:
![image](https://user-images.githubusercontent.com/71034402/230672489-d9c29755-c2d3-4e72-9ea0-355148e916fe.png)


### Steps to reproduce

*this shader should be attached to a MeshInstance3D quadmesh*
minimal shader to reproduce:

```glsl
shader_type spatial;
render_mode unshaded, cull_disabled;

uniform sampler2D NORMAL_TEXTURE : hint_normal_roughness_texture, filter_linear_mipmap;

void vertex(){
	VERTEX *= 2.0;
	POSITION = vec4(VERTEX, 1.0);
}

void fragment(){
	ALBEDO = texture(NORMAL_TEXTURE, SCREEN_UV).rgb;
}
```

### Minimal reproduction project

N/A
u.append_id(scene_state.uniform_buffers[p_index]);
		uniforms.push_back(u);
	}
	{
		RD::Uniform u;
		u.binding = 1;
		u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
		u.append_id(scene_state.implementation_uniform_buffers[p_index]);
		uniforms.push_back(u);
	}
	{
		RD::Uniform u;
		u.binding = 2;
		u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
		RID instance_buffer = scene_state.instance_buffer[p_render_list];
		if (instance_buffer == RID()) {
			instance_buffer = scene_shader.default_vec4_xform_buffer; 
		}
		u.append_id(instance_buffer);
		uniforms.push_back(u);
	}
	{
		RID radiance_texture;
		if (p_radiance_texture.is_valid()) {
			radiance_texture = p_radiance_texture;
		} else {
			radiance_texture = texture_storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
		}
		RD::Uniform u;
		u.binding = 3;