### 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)

code += ",cull_disabled";
			break;
		case CULL_MAX:
			break; 
	}
	switch (diffuse_mode) {
		case DIFFUSE_BURLEY:
			code += ",diffuse_burley";
			break;
		case DIFFUSE_LAMBERT:
			code += ",diffuse_lambert";
			break;
		case DIFFUSE_LAMBERT_WRAP:
			code += ",diffuse_lambert_wrap";
			break;
		case DIFFUSE_TOON:
			code += ",diffuse_toon";
			break;
		case DIFFUSE_MAX:
			break; 
	}
	switch (specular_mode) {
		case SPECULAR_SCHLICK_GGX:
			code += ",specular_schlick_ggx";
			break;
		case SPECULAR_TOON:
			code += ",specular_toon";
			break;
		case SPECULAR_DISABLED:
			code += ",specular_disabled";