### 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)

r_gen_code.stage_globals[STAGE_FRAGMENT] += interp_mode + "in " + vcode;
				index += inc;
			}
			if (var_frag_to_light.size() > 0) {
				String gcode = "\n\nstruct {\n";
				for (const Pair<StringName, SL::ShaderNode::Varying> &E : var_frag_to_light) {
					gcode += "\t" + _prestr(E.second.precision) + _typestr(E.second.type) + " " + _mkid(E.first);
					if (E.second.array_size > 0) {
						gcode += "[";
						gcode += itos(E.second.array_size);
						gcode += "]";
					}
					gcode += ";\n";
				}
				gcode += "} frag_to_light;\n";
				r_gen_code.stage_globals[STAGE_FRAGMENT] += gcode;
			}
			for (int i = 0; i < pnode->vconstants.size(); i++) {
				const SL::ShaderNode::Constant &cnode = pnode->vconstants[i];
				String gcode;
				gcode += _constr(true);
				gcode += _prestr(cnode.precision, ShaderLanguage::is_float_type(cnode.type));
				if (cnode.type == SL::TYPE_STRUCT) {
					gcode += _mkid(cnode.type_str);
				} else {
					gcode += _typestr(cnode.type);
				}
				gcode += " " + _mkid(String(cnode.name));
				if (cnode.array_size > 0) {
					gcode += "[";