### 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)

used_flag_pointers.clear();
	fragment_varyings.clear();
	shader = parser.get_shader();
	function = nullptr;
	_dump_node_code(shader, 1, r_gen_code, *p_actions, actions, false);
	return OK;
}
void ShaderCompiler::initialize(DefaultIdentifierActions p_actions) {
	actions = p_actions;
	time_name = "TIME";
	List<String> func_list;
	ShaderLanguage::get_builtin_funcs(&func_list);
	for (const String &E : func_list) {
		internal_functions.insert(E);
	}
	texture_functions.insert("texture");
	texture_functions.insert("textureProj");
	texture_functions.insert("textureLod");
	texture_functions.insert("textureProjLod");
	texture_functions.insert("textureGrad");
	texture_functions.insert("textureProjGrad");
	texture_functions.insert("textureGather");
	texture_functions.insert("textureSize");
	texture_functions.insert("textureQueryLod");
	texture_functions.insert("textureQueryLevels");
	texture_functions.insert("texelFetch");
}
ShaderCompiler::ShaderCompiler() {
}