### 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)

ao_light_affect = p_ao_light_affect;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->ao_light_affect, p_ao_light_affect);
}
float BaseMaterial3D::get_ao_light_affect() const {
	return ao_light_affect;
}
void BaseMaterial3D::set_clearcoat(float p_clearcoat) {
	clearcoat = p_clearcoat;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat, p_clearcoat);
}
float BaseMaterial3D::get_clearcoat() const {
	return clearcoat;
}
void BaseMaterial3D::set_clearcoat_roughness(float p_clearcoat_roughness) {
	clearcoat_roughness = p_clearcoat_roughness;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat_roughness, p_clearcoat_roughness);
}
float BaseMaterial3D::get_clearcoat_roughness() const {
	return clearcoat_roughness;
}
void BaseMaterial3D::set_anisotropy(float p_anisotropy) {
	anisotropy = p_anisotropy;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->anisotropy, p_anisotropy);
}
float BaseMaterial3D::get_anisotropy() const {
	return anisotropy;
}
void BaseMaterial3D::set_heightmap_scale(float p_heightmap_scale) {