### 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)

String f = p_function.operator String();
	if ((f == "get_shader_parameter" || f == "set_shader_parameter") && p_idx == 0) {
		if (shader.is_valid()) {
			List<PropertyInfo> pl;
			shader->get_shader_uniform_list(&pl);
			for (const PropertyInfo &E : pl) {
				r_options->push_back(E.name.replace_first("shader_parameter/", "").quote());
			}
		}
	}
	Resource::get_argument_options(p_function, p_idx, r_options);
}
bool ShaderMaterial::_can_do_next_pass() const {
	return shader.is_valid() && shader->get_mode() == Shader::MODE_SPATIAL;
}
bool ShaderMaterial::_can_use_render_priority() const {
	return shader.is_valid() && shader->get_mode() == Shader::MODE_SPATIAL;
}
Shader::Mode ShaderMaterial::get_shader_mode() const {
	if (shader.is_valid()) {
		return shader->get_mode();
	} else {
		return Shader::MODE_SPATIAL;
	}
}
RID ShaderMaterial::get_shader_rid() const {