### Godot version

4.0.beta16

### System information

Windows 10 Pro x64, GLES3, RTX 3080 Ti (528.02)

### Issue description

In Compatibility/GLES3 back-end, shaders which use a uniform to get the normal roughness buffer cannot compile. For example, the shader:
```glsl
shader_type spatial;

uniform sampler2D normal_roughness_texture : hint_normal_roughness_texture;

void fragment() {
    vec4 sample = texture(normal_roughness_texture, UV);
}
```
results in an error in the output:
```
  drivers/gles3/shader_gles3.cpp:242 - SceneShaderGLES3: Fragment shader compilation failed:
  0(890) : error C1503: undefined variable "normal_roughness_buffer"
  
  drivers/gles3/shader_gles3.cpp:342 - Method/function failed.
```

If I switch over to the Mobile or Forward+ backends, there is no shader compilation error.

### Steps to reproduce

Open the attached reproduction in the 4.0.beta16 editor.

When the scene is opened, the error is produced automatically:
1. Open `scene.tscn`
2. Open Output to review error

When the scene is saved with any changes made to the shader, the same error is also produced:
1. Open `scene.tscn`
2. Open `example.gdshader` in the shader editor.
3. Make a compile-able change to the shader.
4. Save the scene
5. Open Output to review the error

### Minimal reproduction project

[NormalRoughnessTexture_GLES3_Error.zip](https://github.com/godotengine/godot/files/10534253/NormalRoughnessTexture_GLES3_Error.zip)

}
						}
					}
					if (block->parent_function) {
						if (comp_ident) {
							for (int i = 0; i < block->parent_function->arguments.size(); i++) {
								matches.insert(block->parent_function->arguments[i].name, ScriptLanguage::CODE_COMPLETION_KIND_VARIABLE);
							}
						}
						skip_function = block->parent_function->name;
					}
					block = block->parent_block;
				}
				if (comp_ident) {
					if (is_shader_inc) {
						for (int i = 0; i < RenderingServer::SHADER_MAX; i++) {
							const HashMap<StringName, ShaderLanguage::FunctionInfo> info = ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(i));
							if (info.has("global")) {
								for (const KeyValue<StringName, BuiltInInfo> &E : info["global"].built_ins) {
									ScriptLanguage::CodeCompletionKind kind = ScriptLanguage::CODE_COMPLETION_KIND_MEMBER;
									if (E.value.constant) {
										kind = ScriptLanguage::CODE_COMPLETION_KIND_CONSTANT;
									}
									matches.insert(E.key, kind);
								}
							}
							if (info.has("constants")) {
								for (const KeyValue<StringName, BuiltInInfo> &E : info["constants"].built_ins) {
									ScriptLanguage::CodeCompletionKind kind = ScriptLanguage::CODE_COMPLETION_KIND_MEMBER;
									if (E.value.constant) {