### 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 += "	uv2_power_normal/=dot(uv2_power_normal,vec3(1.0));\n";
		code += "	uv2_triplanar_pos *= vec3(1.0,-1.0, 1.0);\n";
	}
	if (grow_enabled) {
		code += "	VERTEX+=NORMAL*grow;\n";
	}
	code += "}\n";
	code += "\n\n";
	if (flags[FLAG_ALBEDO_TEXTURE_MSDF]) {
		code += "float msdf_median(float r, float g, float b, float a) {\n";
		code += "	return min(max(min(r, g), min(max(r, g), b)), a);\n";
		code += "}\n";
	}
	code += "\n\n";
	if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) {
		code += "vec4 triplanar_texture(sampler2D p_sampler,vec3 p_weights,vec3 p_triplanar_pos) {\n";
		code += "	vec4 samp=vec4(0.0);\n";
		code += "	samp+= texture(p_sampler,p_triplanar_pos.xy) * p_weights.z;\n";
		code += "	samp+= texture(p_sampler,p_triplanar_pos.xz) * p_weights.y;\n";
		code += "	samp+= texture(p_sampler,p_triplanar_pos.zy * vec2(-1.0,1.0)) * p_weights.x;\n";
		code += "	return samp;\n";
		code += "}\n";
	}
	code += "\n\n";
	code += "void fragment() {\n";
	if (!flags[FLAG_UV1_USE_TRIPLANAR]) {
		code += "	vec2 base_uv = UV;\n";
	}
	if ((features[FEATURE_DETAIL] && detail_uv == DETAIL_UV_2) || (features[FEATURE_AMBIENT_OCCLUSION] && flags[FLAG_AO_ON_UV2]) || (features[FEATURE_EMISSION] && flags[FLAG_EMISSION_ON_UV2])) {