### 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
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
	ERR_FAIL_COND_V(!rt, RS::VIEWPORT_MSAA_DISABLED);
	return rt->msaa;
}
void TextureStorage::render_target_set_use_hdr(RID p_render_target, bool p_use_hdr) {
	RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
	ERR_FAIL_COND(!rt);
	if (p_use_hdr == rt->use_hdr) {
		return;
	}
	rt->use_hdr = p_use_hdr;
	_update_render_target(rt);
}
bool TextureStorage::render_target_is_using_hdr(RID p_render_target) const {
	RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
	ERR_FAIL_COND_V(!rt, false);
	return rt->use_hdr;
}
RID TextureStorage::render_target_get_rd_framebuffer(RID p_render_target) {
	RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
	ERR_FAIL_COND_V(!rt, RID());
	return rt->get_framebuffer();
}
RID TextureStorage::render_target_get_rd_texture(RID p_render_target) {