### 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)

materials_for_2d.clear();
	dirty_materials.clear();
	memdelete(shader_names);
	shader_names = nullptr;
}
void BaseMaterial3D::_update_shader() {
	dirty_materials.remove(&element);
	MaterialKey mk = _compute_key();
	if (mk == current_key) {
		return; 
	}
	if (shader_map.has(current_key)) {
		shader_map[current_key].users--;
		if (shader_map[current_key].users == 0) {
			
			RS::get_singleton()->free(shader_map[current_key].shader);
			shader_map.erase(current_key);
		}
	}
	current_key = mk;
	if (shader_map.has(mk)) {