### 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
bv[1].y = m2[3];
			bv[1].z = 0;
			bv[1].w = 0;
		} break;
		case RS::GLOBAL_VAR_TYPE_MAT3: {
			GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];
			Basis v = p_value;
			convert_item_std140<Basis>(v, &bv->x);
		} break;
		case RS::GLOBAL_VAR_TYPE_MAT4: {
			GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];
			Projection m = p_value;
			convert_item_std140<Projection>(m, &bv->x);
		} break;
		case RS::GLOBAL_VAR_TYPE_TRANSFORM_2D: {
			GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];
			Transform2D v = p_value;
			convert_item_std140<Transform2D>(v, &bv->x);
		} break;
		case RS::GLOBAL_VAR_TYPE_TRANSFORM: {
			GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];
			Transform3D v = p_value;
			convert_item_std140<Transform3D>(v, &bv->x);
		} break;
		default: {
			ERR_FAIL();
		}
	}
}
void MaterialStorage::_global_shader_uniform_mark_buffer_dirty(int32_t p_index, int32_t p_elements) {