### Godot version

v4.0.beta15.official [4fa6edc88]

### System information

Windows 10 (10.0.19045 Build 19045) | Forward+ | Vulkan API 1.3.206 | AMD Radeon RX 6800 XT

### Issue description

If there is a function with arguments within a `.gdshaderinc` file, then this function can not be used in other shaders that include this via a relative include. The error in the other shaders is "Too many arguments for "example()" call. Expected at most 0 but received 1". Using an absolute path for the include resolves the error.

**Note:** The relative include *does* work in the special case of both files being in the project root.

### Steps to reproduce

1. Put a shader and a shader-include file into a subdirectory
2. Write a function with arguments in the shader-include file
3. Include that file in the shader
4. Try to use the function

### Minimal reproduction project

[shader-include-bug.zip](https://github.com/godotengine/godot/files/10508745/shader-include-bug.zip)

return FAILED;
	}
	
	uint64_t code_hash = p_code.hash64();
	state->cyclic_include_hashes.push_back(code_hash);
	Tokenizer p_tokenizer(stripped);
	int last_size = 0;
	bool has_symbols_before_directive = false;
	while (true) {
		const Token &t = p_tokenizer.get_token();
		if (t.text == 0) {
			break;
		}
		if (state->disabled) {
			
			
			output.push_back(t.text);
			continue;
		} else {
			
			Vector<Token> generated;
			p_tokenizer.get_and_clear_generated(&generated);
			for (int i = 0; i < generated.size(); i++) {
				output.push_back(generated[i].text);
			}
		}
		if (t.text == '#') {
			if (has_symbols_before_directive) {
				set_error(RTR("Invalid symbols placed before directive."), p_tokenizer.get_line());
				state->cyclic_include_hashes.erase(code_hash);