### Godot version

v4.1.1.stable.flathub [bd6af8e0e]

### System information

Linux pop-os 6.4.6-76060406-generic, RTX3060

### Issue description

Setting a texture as a global shader parameter using RenderingServer.global_shader_parameter_set() does not seem to update the shader properly. However, setting the same texture directly on the shader material using material.set("shader_parameter/mask_texture", texture) works as expected.


BTW. I am also seeing error
```
E 0:00:19:0820   sd.gd:22 @ _draw_texture(): Condition "!global_shader_uniforms.variables.has(p_name)" is true.
  <C++ Source>   servers/rendering/renderer_rd/storage_rd/material_storage.cpp:1684 @ global_shader_parameter_set()
```

### Steps to reproduce

0. Add global shader parameter of type sampler2d
1. Create a basic shader with a uniform sampler2D to accept a texture.
2. Generate a texture in GDScript (for example, a simple black/white mask).
3. Attempt to set this texture as a global shader parameter using:
```
RenderingServer.global_shader_parameter_set("uniform_name", texture)
```
4. Observe that the shader does not update with the new texture.
5. Now, set the texture directly on a material instance using:
```
material.set("shader_parameter/uniform_name", texture)
```
6. Observe that the shader updates correctly with the new texture.

Expected behavior:

Setting a global shader parameter using RenderingServer.global_shader_parameter_set() should update all shaders that utilize this global uniform, just as setting it directly on a material instance does.


### Minimal reproduction project

not included
GLES3::Material *material = material_owner.get_or_null(p_material);
	ERR_FAIL_COND(!material);
	if (material->data) {
		memdelete(material->data);
		material->data = nullptr;
	}
	if (material->shader) {
		material->shader->owners.erase(material);
		material->shader = nullptr;
		material->shader_mode = RS::SHADER_MAX;
	}
	if (p_shader.is_null()) {
		material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
		material->shader_id = 0;
		return;
	}
	Shader *shader = get_shader(p_shader);
	ERR_FAIL_COND(!shader);
	material->shader = shader;
	material->shader_mode = shader->mode;
	material->shader_id = p_shader.get_local_index();
	shader->owners.insert(material);
	if (shader->mode == RS::SHADER_MAX) {
		return;
	}
	ERR_FAIL_COND(shader->data == nullptr);
	material->data = material_data_request_func[shader->mode](shader->data);
	material->data->self = p_material;
	material->data->set_next_pass(material->next_pass);
	material->data->set_render_priority(material->priority);