### 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
}
				} else if (c->type == Item::Command::TYPE_PARTICLES) {
					const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(c);
					ERR_BREAK(particles_storage->particles_get_mode(pt->particles) != RS::PARTICLES_MODE_2D);
					particles_storage->particles_request_process(pt->particles);
					if (particles_storage->particles_is_inactive(pt->particles) || particles_storage->particles_get_frame_counter(pt->particles) == 0) {
						break;
					}
					RenderingServerDefault::redraw_request(); 
					int dpc = particles_storage->particles_get_draw_passes(pt->particles);
					if (dpc == 0) {
						break; 
					}
					uint32_t divisor = 1;
					instance_count = particles_storage->particles_get_amount(pt->particles, divisor);
					RID uniform_set = particles_storage->particles_get_instance_buffer_uniform_set(pt->particles, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
					RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET);
					push_constant.flags |= divisor;
					instance_count /= divisor;
					push_constant.flags |= FLAGS_INSTANCING_HAS_COLORS;
					push_constant.flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;
					mesh = particles_storage->particles_get_draw_pass_mesh(pt->particles, 0); 
					texture = pt->texture;
					if (particles_storage->particles_has_collision(pt->particles) && texture_storage->render_target_is_sdf_enabled(p_render_target)) {
						
						Transform2D xform = p_item->final_transform;
						RID sdf_texture = texture_storage->render_target_get_sdf_texture(p_render_target);
						Rect2 to_screen;
						{
							Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_render_target);