### 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)

code += "blend_mul";
			break;
		case BLEND_MODE_MAX:
			break; 
	}
	DepthDrawMode ddm = depth_draw_mode;
	if (features[FEATURE_REFRACTION]) {
		ddm = DEPTH_DRAW_ALWAYS;
	}
	switch (ddm) {
		case DEPTH_DRAW_OPAQUE_ONLY:
			code += ",depth_draw_opaque";
			break;
		case DEPTH_DRAW_ALWAYS:
			code += ",depth_draw_always";
			break;
		case DEPTH_DRAW_DISABLED:
			code += ",depth_draw_never";
			break;
		case DEPTH_DRAW_MAX:
			break; 
	}
	switch (cull_mode) {
		case CULL_BACK:
			code += ",cull_back";
			break;
		case CULL_FRONT:
			code += ",cull_front";
			break;
		case CULL_DISABLED: