### Godot version

v4.1.rc2.official [46424488e]

### System information

Godot v4.1.rc2 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (NVIDIA; 31.0.15.2802) - Intel(R) Core(TM) i5-10400F CPU @ 2.90GHz (12 Threads)

### Issue description

The native shader generated from (for example) a canvas_item shader has some modified floating point litterals. For example, in the following function, the "43758.5453" becomes "43758.5".

float rand(vec2 x) {
    return fract(cos(mod(dot(x, vec2(13.9898, 8.141)), 3.14)) * 43758.5453);
}

It is probably not a problem in most cases, but Material Maker generates both Godot shaders to preview results and compute shaders to render them to textures (and the end results are not the same). I can workaround the problem (by making sure float literals are not "too precise") for shaders that are provides with Material Maker, but it will remain for user-defined shaders.

### Steps to reproduce

Open the attached project
Open shader_example.tres material
Open the shader in the shader editor
Inspect native code for the material and select the fragment tab

![image](https://github.com/godotengine/godot/assets/6957908/66a8b99a-8c77-43c1-aa67-d768579d0387)


### Minimal reproduction project

[floating_point_literal_bug.zip](https://github.com/godotengine/godot/files/11924814/floating_point_literal_bug.zip)

}
			}
			
			for (int i = 0; i < pnode->vstructs.size(); i++) {
				SL::StructNode *st = pnode->vstructs[i].shader_struct;
				String struct_code;
				struct_code += "struct ";
				struct_code += _mkid(pnode->vstructs[i].name);
				struct_code += " ";
				struct_code += "{\n";
				for (int j = 0; j < st->members.size(); j++) {
					SL::MemberNode *m = st->members[j];
					if (m->datatype == SL::TYPE_STRUCT) {
						struct_code += _mkid(m->struct_name);
					} else {
						struct_code += _prestr(m->precision);
						struct_code += _typestr(m->datatype);
					}
					struct_code += " ";
					struct_code += m->name;
					if (m->array_size > 0) {
						struct_code += "[";
						struct_code += itos(m->array_size);
						struct_code += "]";
					}
					struct_code += ";\n";
				}
				struct_code += "}";
				struct_code += ";\n";
				for (int j = 0; j < STAGE_MAX; j++) {