### 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)

ERR_FAIL_COND_EDMSG(!GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units"), "Cannot set material emission intensity when Physical Light Units disabled.");
	emission_intensity = p_emission_intensity;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, emission_energy_multiplier * emission_intensity);
}
float BaseMaterial3D::get_emission_intensity() const {
	return emission_intensity;
}
void BaseMaterial3D::set_normal_scale(float p_normal_scale) {
	normal_scale = p_normal_scale;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->normal_scale, p_normal_scale);
}
float BaseMaterial3D::get_normal_scale() const {
	return normal_scale;
}
void BaseMaterial3D::set_rim(float p_rim) {
	rim = p_rim;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->rim, p_rim);
}
float BaseMaterial3D::get_rim() const {
	return rim;
}
void BaseMaterial3D::set_rim_tint(float p_rim_tint) {
	rim_tint = p_rim_tint;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->rim_tint, p_rim_tint);
}
float BaseMaterial3D::get_rim_tint() const {
	return rim_tint;
}
void BaseMaterial3D::set_ao_light_affect(float p_ao_light_affect) {