### 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)

deep_parallax = p_enable;
	_queue_shader_change();
	notify_property_list_changed();
}
bool BaseMaterial3D::is_heightmap_deep_parallax_enabled() const {
	return deep_parallax;
}
void BaseMaterial3D::set_heightmap_deep_parallax_min_layers(int p_layer) {
	deep_parallax_min_layers = p_layer;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_min_layers, p_layer);
}
int BaseMaterial3D::get_heightmap_deep_parallax_min_layers() const {
	return deep_parallax_min_layers;
}
void BaseMaterial3D::set_heightmap_deep_parallax_max_layers(int p_layer) {
	deep_parallax_max_layers = p_layer;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_max_layers, p_layer);
}
int BaseMaterial3D::get_heightmap_deep_parallax_max_layers() const {
	return deep_parallax_max_layers;
}
void BaseMaterial3D::set_heightmap_deep_parallax_flip_tangent(bool p_flip) {
	heightmap_parallax_flip_tangent = p_flip;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_flip, Vector2(heightmap_parallax_flip_tangent ? -1 : 1, heightmap_parallax_flip_binormal ? -1 : 1));
}
bool BaseMaterial3D::get_heightmap_deep_parallax_flip_tangent() const {
	return heightmap_parallax_flip_tangent;
}
void BaseMaterial3D::set_heightmap_deep_parallax_flip_binormal(bool p_flip) {