### 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)

}
			code += "		float current_depth = 0.0;\n";
			code += "		while(current_depth < depth) {\n";
			code += "			ofs -= delta;\n";
			if (flags[FLAG_INVERT_HEIGHTMAP]) {
				code += "			depth = texture(texture_heightmap, ofs).r;\n";
			} else {
				code += "			depth = 1.0 - texture(texture_heightmap, ofs).r;\n";
			}
			code += "			current_depth += layer_depth;\n";
			code += "		}\n";
			code += "		vec2 prev_ofs = ofs + delta;\n";
			code += "		float after_depth  = depth - current_depth;\n";
			if (flags[FLAG_INVERT_HEIGHTMAP]) {
				code += "		float before_depth = texture(texture_heightmap, prev_ofs).r - current_depth + layer_depth;\n";
			} else {
				code += "		float before_depth = ( 1.0 - texture(texture_heightmap, prev_ofs).r  ) - current_depth + layer_depth;\n";
			}
			code += "		float weight = after_depth / (after_depth - before_depth);\n";
			code += "		ofs = mix(ofs,prev_ofs,weight);\n";
		} else {
			if (flags[FLAG_INVERT_HEIGHTMAP]) {
				code += "		float depth = texture(texture_heightmap, base_uv).r;\n";
			} else {
				code += "		float depth = 1.0 - texture(texture_heightmap, base_uv).r;\n";
			}
			
			
			
			code += "		vec2 ofs = base_uv - view_dir.xy * depth * heightmap_scale * 0.01;\n";