### 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)

if (align != 0) {
					offset += uniform_alignments[i] - align;
				}
				r_gen_code.uniform_offsets.push_back(offset);
				offset += uniform_sizes[i];
			}
			r_gen_code.uniform_total_size = offset;
			if (r_gen_code.uniform_total_size % 16 != 0) { 
				r_gen_code.uniform_total_size += 16 - (r_gen_code.uniform_total_size % 16);
			}
			uint32_t index = p_default_actions.base_varying_index;
			List<Pair<StringName, SL::ShaderNode::Varying>> var_frag_to_light;
			Vector<StringName> varying_names;
			for (const KeyValue<StringName, SL::ShaderNode::Varying> &E : pnode->varyings) {
				varying_names.push_back(E.key);
			}
			varying_names.sort_custom<StringName::AlphCompare>(); 
			for (int k = 0; k < varying_names.size(); k++) {
				StringName varying_name = varying_names[k];
				const SL::ShaderNode::Varying &varying = pnode->varyings[varying_name];
				if (varying.stage == SL::ShaderNode::Varying::STAGE_FRAGMENT_TO_LIGHT || varying.stage == SL::ShaderNode::Varying::STAGE_FRAGMENT) {
					var_frag_to_light.push_back(Pair<StringName, SL::ShaderNode::Varying>(varying_name, varying));
					fragment_varyings.insert(varying_name);
					continue;
				}
				if (varying.type < SL::TYPE_INT) {
					continue; 
				}
				String vcode;
				String interp_mode = _interpstr(varying.interpolation);