### 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 (depth_draw_mode == p_mode) {
		return;
	}
	depth_draw_mode = p_mode;
	_queue_shader_change();
}
BaseMaterial3D::DepthDrawMode BaseMaterial3D::get_depth_draw_mode() const {
	return depth_draw_mode;
}
void BaseMaterial3D::set_cull_mode(CullMode p_mode) {
	if (cull_mode == p_mode) {
		return;
	}
	cull_mode = p_mode;
	_queue_shader_change();
}
BaseMaterial3D::CullMode BaseMaterial3D::get_cull_mode() const {
	return cull_mode;
}
void BaseMaterial3D::set_diffuse_mode(DiffuseMode p_mode) {
	if (diffuse_mode == p_mode) {
		return;
	}
	diffuse_mode = p_mode;
	_queue_shader_change();
}
BaseMaterial3D::DiffuseMode BaseMaterial3D::get_diffuse_mode() const {
	return diffuse_mode;
}
void BaseMaterial3D::set_specular_mode(SpecularMode p_mode) {