### 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)

}
			} else if (cfnode->flow_op == SL::FLOW_OP_SWITCH) {
				code += _mktab(p_level) + "switch (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ")\n";
				code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
			} else if (cfnode->flow_op == SL::FLOW_OP_CASE) {
				code += _mktab(p_level) + "case " + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ":\n";
				code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
			} else if (cfnode->flow_op == SL::FLOW_OP_DEFAULT) {
				code += _mktab(p_level) + "default:\n";
				code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
			} else if (cfnode->flow_op == SL::FLOW_OP_DO) {
				code += _mktab(p_level) + "do";
				code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
				code += _mktab(p_level) + "while (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ");";
			} else if (cfnode->flow_op == SL::FLOW_OP_WHILE) {
				code += _mktab(p_level) + "while (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ")\n";
				code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
			} else if (cfnode->flow_op == SL::FLOW_OP_FOR) {
				String left = _dump_node_code(cfnode->blocks[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
				String middle = _dump_node_code(cfnode->blocks[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
				String right = _dump_node_code(cfnode->blocks[2], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
				code += _mktab(p_level) + "for (" + left + ";" + middle + ";" + right + ")\n";
				code += _dump_node_code(cfnode->blocks[3], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
			} else if (cfnode->flow_op == SL::FLOW_OP_RETURN) {
				if (cfnode->expressions.size()) {
					code = "return " + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ";";
				} else {
					code = "return;";
				}
			} else if (cfnode->flow_op == SL::FLOW_OP_DISCARD) {