### 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 += "	ALPHA*=clamp(1.0-smoothstep(world_pos.z+proximity_fade_distance,world_pos.z,VERTEX.z),0.0,1.0);\n";
	}
	if (distance_fade != DISTANCE_FADE_DISABLED) {
		
		
		if ((distance_fade == DISTANCE_FADE_OBJECT_DITHER || distance_fade == DISTANCE_FADE_PIXEL_DITHER)) {
			if (!RenderingServer::get_singleton()->is_low_end()) {
				code += "	{\n";
				if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) {
					code += "		float fade_distance = length((VIEW_MATRIX * MODEL_MATRIX[3]));\n";
				} else {
					code += "		float fade_distance = length(VERTEX);\n";
				}
				
				code += "		const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f);";
				code += "		float fade = clamp(smoothstep(distance_fade_min, distance_fade_max, fade_distance), 0.0, 1.0);\n";
				
				code += "		if (fade < 0.001 || fade < fract(magic.z * fract(dot(FRAGCOORD.xy, magic.xy)))) {\n";
				code += "			discard;\n";
				code += "		}\n";
				code += "	}\n\n";
			}
		} else {
			code += "	ALPHA *= clamp(smoothstep(distance_fade_min, distance_fade_max, length(VERTEX)), 0.0, 1.0);\n";
		}
	}
	if (features[FEATURE_RIM]) {
		if (flags[FLAG_UV1_USE_TRIPLANAR]) {
			code += "	vec2 rim_tex = triplanar_texture(texture_rim,uv1_power_normal,uv1_triplanar_pos).xy;\n";
		} else {