### Godot version

4.2.dev3

### System information

Godot v4.2.dev3 - Arch Linux #0~20230811.g489fabdc SMP PREEMPT_DYNAMIC Sat Aug 12 02:04:20 UT - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 (nvidia; 535.98) - Intel(R) Core(TM) i5-9300H CPU @ 2.40GHz (8 Threads)

### Issue description

After turning on 2d hdr and font msdf at the same time, there is a problem with ui text rendering.

2d hdr off:
![图片](https://github.com/godotengine/godot/assets/52148221/37074fde-a0ce-4d3f-8bfc-dcf3f910cb12)
2d hdr on:
![图片](https://github.com/godotengine/godot/assets/52148221/b858899c-e08f-4bac-b0d6-4385d9a46114)


### Steps to reproduce

1. Open msdf for default font or custom font.
2. Turn on 2d hdr.
3. Add a Label node and enter text, the text rendering is destroyed.

### Minimal reproduction project

N/A
return depth < p_sort.depth;
		}
	};
	uint32_t max_decals = 0;
	uint32_t decal_count = 0;
	DecalData *decals = nullptr;
	DecalInstanceSort *decal_sort = nullptr;
	RID decal_buffer;
	
	struct RenderTarget {
		Size2i size;
		uint32_t view_count;
		RID color;
		Vector<RID> color_slices;
		RID color_multisample; 
		RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
		
		RD::DataFormat color_format = RD::DATA_FORMAT_R4G4_UNORM_PACK8;
		RD::DataFormat color_format_srgb = RD::DATA_FORMAT_R4G4_UNORM_PACK8;
		Image::Format image_format = Image::FORMAT_L8;
		bool is_transparent = false;
		bool use_hdr = false;
		bool sdf_enabled = false;
		RID backbuffer; 
		RID backbuffer_fb;
		RID backbuffer_mipmap0;
		Vector<RID> backbuffer_mipmaps;
		RID framebuffer_uniform_set;
		RID backbuffer_uniform_set;