### 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
fb_uniform_set = _create_base_uniform_set(p_to_render_target, p_to_backbuffer);
	}
	RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
	RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, clear ? RD::INITIAL_ACTION_CLEAR : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, clear_colors);
	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, fb_uniform_set, BASE_UNIFORM_SET);
	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, state.default_transforms_uniform_set, TRANSFORMS_UNIFORM_SET);
	RID prev_material;
	PipelineVariants *pipeline_variants = &shader.pipeline_variants;
	for (int i = 0; i < p_item_count; i++) {
		Item *ci = items[i];
		if (current_clip != ci->final_clip_owner) {
			current_clip = ci->final_clip_owner;
			
			if (current_clip) {
				RD::get_singleton()->draw_list_enable_scissor(draw_list, current_clip->final_clip_rect);
			} else {
				RD::get_singleton()->draw_list_disable_scissor(draw_list);
			}
		}
		RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
		if (ci->use_canvas_group) {
			if (ci->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_AND_DRAW) {
				material = default_clip_children_material;
			} else {
				if (material.is_null()) {
					if (ci->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_ONLY) {
						material = default_clip_children_material;
					} else {
						material = default_canvas_group_material;
					}