### 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)

BIND_ENUM_CONSTANT(TEXTURE_ORM);
	BIND_ENUM_CONSTANT(TEXTURE_MAX);
	BIND_ENUM_CONSTANT(TEXTURE_FILTER_NEAREST);
	BIND_ENUM_CONSTANT(TEXTURE_FILTER_LINEAR);
	BIND_ENUM_CONSTANT(TEXTURE_FILTER_NEAREST_WITH_MIPMAPS);
	BIND_ENUM_CONSTANT(TEXTURE_FILTER_LINEAR_WITH_MIPMAPS);
	BIND_ENUM_CONSTANT(TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC);
	BIND_ENUM_CONSTANT(TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC);
	BIND_ENUM_CONSTANT(TEXTURE_FILTER_MAX);
	BIND_ENUM_CONSTANT(DETAIL_UV_1);
	BIND_ENUM_CONSTANT(DETAIL_UV_2);
	BIND_ENUM_CONSTANT(TRANSPARENCY_DISABLED);
	BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA);
	BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA_SCISSOR);
	BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA_HASH);
	BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA_DEPTH_PRE_PASS);
	BIND_ENUM_CONSTANT(TRANSPARENCY_MAX);
	BIND_ENUM_CONSTANT(SHADING_MODE_UNSHADED);
	BIND_ENUM_CONSTANT(SHADING_MODE_PER_PIXEL);
	BIND_ENUM_CONSTANT(SHADING_MODE_PER_VERTEX);
	BIND_ENUM_CONSTANT(SHADING_MODE_MAX);
	BIND_ENUM_CONSTANT(FEATURE_EMISSION);
	BIND_ENUM_CONSTANT(FEATURE_NORMAL_MAPPING);
	BIND_ENUM_CONSTANT(FEATURE_RIM);
	BIND_ENUM_CONSTANT(FEATURE_CLEARCOAT);
	BIND_ENUM_CONSTANT(FEATURE_ANISOTROPY);
	BIND_ENUM_CONSTANT(FEATURE_AMBIENT_OCCLUSION);
	BIND_ENUM_CONSTANT(FEATURE_HEIGHT_MAPPING);
	BIND_ENUM_CONSTANT(FEATURE_SUBSURFACE_SCATTERING);
	BIND_ENUM_CONSTANT(FEATURE_SUBSURFACE_TRANSMITTANCE);