### Godot version

4.2.dev3

### System information

Godot v4.2.dev3 - Arch Linux #0~20230811.g489fabdc SMP PREEMPT_DYNAMIC Sat Aug 12 02:04:20 UT - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 (nvidia; 535.98) - Intel(R) Core(TM) i5-9300H CPU @ 2.40GHz (8 Threads)

### Issue description

After turning on 2d hdr and font msdf at the same time, there is a problem with ui text rendering.

2d hdr off:
![图片](https://github.com/godotengine/godot/assets/52148221/37074fde-a0ce-4d3f-8bfc-dcf3f910cb12)
2d hdr on:
![图片](https://github.com/godotengine/godot/assets/52148221/b858899c-e08f-4bac-b0d6-4385d9a46114)


### Steps to reproduce

1. Open msdf for default font or custom font.
2. Turn on 2d hdr.
3. Add a Label node and enter text, the text rendering is destroyed.

### Minimal reproduction project

N/A
Projection projection;
	ShadowRenderPushConstant push_constant;
	for (int y = 0; y < 4; y++) {
		for (int x = 0; x < 4; x++) {
			push_constant.projection[y * 4 + x] = projection.columns[y][x];
		}
	}
	push_constant.direction[0] = 0.0;
	push_constant.direction[1] = 0.0;
	push_constant.z_far = 0;
	push_constant.pad = 0;
	LightOccluderInstance *instance = p_occluders;
	while (instance) {
		OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
		if (!co || co->sdf_index_array.is_null()) {
			instance = instance->next;
			continue;
		}
		_update_transform_2d_to_mat2x4(to_clip * instance->xform_cache, push_constant.modelview);
		RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.sdf_render_pipelines[co->sdf_is_lines ? SHADOW_RENDER_SDF_LINES : SHADOW_RENDER_SDF_TRIANGLES]);
		RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->sdf_vertex_array);
		RD::get_singleton()->draw_list_bind_index_array(draw_list, co->sdf_index_array);
		RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
		RD::get_singleton()->draw_list_draw(draw_list, true);
		instance = instance->next;
	}
	RD::get_singleton()->draw_list_end();
	texture_storage->render_target_sdf_process(p_render_target); 
}
RID RendererCanvasRenderRD::occluder_polygon_create() {