### 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)

return transparency;
}
void BaseMaterial3D::set_alpha_antialiasing(AlphaAntiAliasing p_alpha_aa) {
	if (alpha_antialiasing_mode == p_alpha_aa) {
		return;
	}
	alpha_antialiasing_mode = p_alpha_aa;
	_queue_shader_change();
	notify_property_list_changed();
}
BaseMaterial3D::AlphaAntiAliasing BaseMaterial3D::get_alpha_antialiasing() const {
	return alpha_antialiasing_mode;
}
void BaseMaterial3D::set_shading_mode(ShadingMode p_shading_mode) {
	if (shading_mode == p_shading_mode) {
		return;
	}
	shading_mode = p_shading_mode;
	_queue_shader_change();
	notify_property_list_changed();
}
BaseMaterial3D::ShadingMode BaseMaterial3D::get_shading_mode() const {
	return shading_mode;
}
void BaseMaterial3D::set_depth_draw_mode(DepthDrawMode p_mode) {