### Godot version

v4.1.rc2.official [46424488e]

### System information

Godot v4.1.rc2 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (NVIDIA; 31.0.15.2802) - Intel(R) Core(TM) i5-10400F CPU @ 2.90GHz (12 Threads)

### Issue description

The native shader generated from (for example) a canvas_item shader has some modified floating point litterals. For example, in the following function, the "43758.5453" becomes "43758.5".

float rand(vec2 x) {
    return fract(cos(mod(dot(x, vec2(13.9898, 8.141)), 3.14)) * 43758.5453);
}

It is probably not a problem in most cases, but Material Maker generates both Godot shaders to preview results and compute shaders to render them to textures (and the end results are not the same). I can workaround the problem (by making sure float literals are not "too precise") for shaders that are provides with Material Maker, but it will remain for user-defined shaders.

### Steps to reproduce

Open the attached project
Open shader_example.tres material
Open the shader in the shader editor
Inspect native code for the material and select the fragment tab

![image](https://github.com/godotengine/godot/assets/6957908/66a8b99a-8c77-43c1-aa67-d768579d0387)


### Minimal reproduction project

[floating_point_literal_bug.zip](https://github.com/godotengine/godot/files/11924814/floating_point_literal_bug.zip)

if (!is_internal_func) {
						for (int i = 0; i < shader->functions.size(); i++) {
							if (shader->functions[i].name == vnode->name) {
								func = shader->functions[i].function;
								break;
							}
						}
					}
					bool is_texture_func = false;
					bool is_screen_texture = false;
					bool texture_func_no_uv = false;
					bool texture_func_returns_data = false;
					if (onode->op == SL::OP_STRUCT) {
						code += _mkid(vnode->name);
					} else if (onode->op == SL::OP_CONSTRUCT) {
						code += String(vnode->name);
					} else {
						if (p_actions.usage_flag_pointers.has(vnode->name) && !used_flag_pointers.has(vnode->name)) {
							*p_actions.usage_flag_pointers[vnode->name] = true;
							used_flag_pointers.insert(vnode->name);
						}
						if (is_internal_func) {
							code += vnode->name;
							is_texture_func = texture_functions.has(vnode->name);
							texture_func_no_uv = (vnode->name == "textureSize" || vnode->name == "textureQueryLevels");
							texture_func_returns_data = texture_func_no_uv || vnode->name == "textureQueryLod";
						} else if (p_default_actions.renames.has(vnode->name)) {
							code += p_default_actions.renames[vnode->name];
						} else {
							code += _mkid(vnode->name);