### Godot version

4.2.dev3

### System information

Godot v4.2.dev3 - Arch Linux #0~20230811.g489fabdc SMP PREEMPT_DYNAMIC Sat Aug 12 02:04:20 UT - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 (nvidia; 535.98) - Intel(R) Core(TM) i5-9300H CPU @ 2.40GHz (8 Threads)

### Issue description

After turning on 2d hdr and font msdf at the same time, there is a problem with ui text rendering.

2d hdr off:
![图片](https://github.com/godotengine/godot/assets/52148221/37074fde-a0ce-4d3f-8bfc-dcf3f910cb12)
2d hdr on:
![图片](https://github.com/godotengine/godot/assets/52148221/b858899c-e08f-4bac-b0d6-4385d9a46114)


### Steps to reproduce

1. Open msdf for default font or custom font.
2. Turn on 2d hdr.
3. Add a Label node and enter text, the text rendering is destroyed.

### Minimal reproduction project

N/A
if (dst_rect.size.height < 0) {
						dst_rect.position.y += dst_rect.size.height;
						dst_rect.size.height *= -1;
					}
					src_rect = Rect2(0, 0, 1, 1);
				}
				if (rect->flags & CANVAS_RECT_MSDF) {
					push_constant.flags |= FLAGS_USE_MSDF;
					push_constant.msdf[0] = rect->px_range; 
					push_constant.msdf[1] = rect->outline; 
					push_constant.msdf[2] = 0.f; 
					push_constant.msdf[3] = 0.f; 
				} else if (rect->flags & CANVAS_RECT_LCD) {
					push_constant.flags |= FLAGS_USE_LCD;
				}
				Color modulated = rect->modulate * base_color;
				if (use_linear_colors) {
					modulated = modulated.srgb_to_linear();
				}
				push_constant.modulation[0] = modulated.r;
				push_constant.modulation[1] = modulated.g;
				push_constant.modulation[2] = modulated.b;
				push_constant.modulation[3] = modulated.a;
				push_constant.src_rect[0] = src_rect.position.x;
				push_constant.src_rect[1] = src_rect.position.y;
				push_constant.src_rect[2] = src_rect.size.width;
				push_constant.src_rect[3] = src_rect.size.height;
				push_constant.dst_rect[0] = dst_rect.position.x;
				push_constant.dst_rect[1] = dst_rect.position.y;
				push_constant.dst_rect[2] = dst_rect.size.width;