### 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)

return detail_uv;
}
void BaseMaterial3D::set_blend_mode(BlendMode p_mode) {
	if (blend_mode == p_mode) {
		return;
	}
	blend_mode = p_mode;
	_queue_shader_change();
}
BaseMaterial3D::BlendMode BaseMaterial3D::get_blend_mode() const {
	return blend_mode;
}
void BaseMaterial3D::set_detail_blend_mode(BlendMode p_mode) {
	detail_blend_mode = p_mode;
	_queue_shader_change();
}
BaseMaterial3D::BlendMode BaseMaterial3D::get_detail_blend_mode() const {
	return detail_blend_mode;
}
void BaseMaterial3D::set_transparency(Transparency p_transparency) {
	if (transparency == p_transparency) {
		return;
	}
	transparency = p_transparency;
	_queue_shader_change();
	notify_property_list_changed();
}
BaseMaterial3D::Transparency BaseMaterial3D::get_transparency() const {