### 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
u.append_id(texture_rd_get_default(DEFAULT_RD_TEXTURE_WHITE));
				ct->use_specular_cache = false;
			} else {
				u.append_id(t->rd_texture);
				ct->use_specular_cache = true;
				if (t->render_target) {
					t->render_target->was_used = true;
				}
			}
			uniforms.push_back(u);
		}
		{ 
			RD::Uniform u;
			u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
			u.binding = 3;
			u.append_id(material_storage->sampler_rd_get_default(filter, repeat));
			uniforms.push_back(u);
		}
		uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_base_shader, p_base_set);
		ct->uniform_sets[filter][repeat][int(p_use_srgb)] = uniform_set;
		ct->cleared_cache = false;
	}
	r_uniform_set = uniform_set;
	r_size = ct->size_cache;
	r_specular_shininess = ct->specular_color;
	r_use_normal = ct->use_normal_cache;
	r_use_specular = ct->use_specular_cache;
	return true;
}
RID TextureStorage::texture_allocate() {