### 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)

if (specular_mode == p_mode) {
		return;
	}
	specular_mode = p_mode;
	_queue_shader_change();
}
BaseMaterial3D::SpecularMode BaseMaterial3D::get_specular_mode() const {
	return specular_mode;
}
void BaseMaterial3D::set_flag(Flags p_flag, bool p_enabled) {
	ERR_FAIL_INDEX(p_flag, FLAG_MAX);
	if (flags[p_flag] == p_enabled) {
		return;
	}
	flags[p_flag] = p_enabled;
	if (
			p_flag == FLAG_USE_SHADOW_TO_OPACITY ||
			p_flag == FLAG_USE_TEXTURE_REPEAT ||
			p_flag == FLAG_SUBSURFACE_MODE_SKIN ||
			p_flag == FLAG_USE_POINT_SIZE ||
			p_flag == FLAG_UV1_USE_TRIPLANAR ||
			p_flag == FLAG_UV2_USE_TRIPLANAR) {
		notify_property_list_changed();
	}
	if (p_flag == FLAG_PARTICLE_TRAILS_MODE) {
		update_configuration_warning();
	}
	_queue_shader_change();
}
bool BaseMaterial3D::get_flag(Flags p_flag) const {