### Godot version

v4.1.rc2.official [46424488e]

### System information

Godot v4.1.rc2 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (NVIDIA; 31.0.15.2802) - Intel(R) Core(TM) i5-10400F CPU @ 2.90GHz (12 Threads)

### Issue description

The native shader generated from (for example) a canvas_item shader has some modified floating point litterals. For example, in the following function, the "43758.5453" becomes "43758.5".

float rand(vec2 x) {
    return fract(cos(mod(dot(x, vec2(13.9898, 8.141)), 3.14)) * 43758.5453);
}

It is probably not a problem in most cases, but Material Maker generates both Godot shaders to preview results and compute shaders to render them to textures (and the end results are not the same). I can workaround the problem (by making sure float literals are not "too precise") for shaders that are provides with Material Maker, but it will remain for user-defined shaders.

### Steps to reproduce

Open the attached project
Open shader_example.tres material
Open the shader in the shader editor
Inspect native code for the material and select the fragment tab

![image](https://github.com/godotengine/godot/assets/6957908/66a8b99a-8c77-43c1-aa67-d768579d0387)


### Minimal reproduction project

[floating_point_literal_bug.zip](https://github.com/godotengine/godot/files/11924814/floating_point_literal_bug.zip)

switch (p_qual) {
		case SL::ARGUMENT_QUALIFIER_IN:
			return "";
		case SL::ARGUMENT_QUALIFIER_OUT:
			return "out ";
		case SL::ARGUMENT_QUALIFIER_INOUT:
			return "inout ";
	}
	return "";
}
static String _opstr(SL::Operator p_op) {
	return SL::get_operator_text(p_op);
}
static String _mkid(const String &p_id) {
	String id = "m_" + p_id.replace("__", "_dus_");
	return id.replace("__", "_dus_"); 
}
static String f2sp0(float p_float) {
	String num = rtoss(p_float);
	if (!num.contains(".") && !num.contains("e")) {
		num += ".0";
	}
	return num;
}
static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNode::Value> &p_values) {