### 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)

ucode += _typestr(uniform.type);
				}
				ucode += " " + _mkid(uniform_name);
				if (uniform.array_size > 0) {
					ucode += "[";
					ucode += itos(uniform.array_size);
					ucode += "]";
				}
				ucode += ";\n";
				if (SL::is_sampler_type(uniform.type)) {
					for (int j = 0; j < STAGE_MAX; j++) {
						r_gen_code.stage_globals[j] += ucode;
					}
					GeneratedCode::Texture texture;
					texture.name = uniform_name;
					texture.hint = uniform.hint;
					texture.type = uniform.type;
					texture.use_color = uniform.use_color;
					texture.filter = uniform.filter;
					texture.repeat = uniform.repeat;
					texture.global = uniform.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL;
					texture.array_size = uniform.array_size;
					if (texture.global) {
						r_gen_code.uses_global_textures = true;
					}
					r_gen_code.texture_uniforms.write[uniform.texture_order] = texture;
				} else {
					if (!uses_uniforms) {
						uses_uniforms = true;
					}