### 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)

{ TK_HINT_SOURCE_COLOR, "source_color", CF_UNSPECIFIED, {}, {} },
	{ TK_HINT_RANGE, "hint_range", CF_UNSPECIFIED, {}, {} },
	{ TK_HINT_INSTANCE_INDEX, "instance_index", CF_UNSPECIFIED, {}, {} },
	
	{ TK_HINT_NORMAL_TEXTURE, "hint_normal", CF_UNSPECIFIED, {}, {} },
	{ TK_HINT_DEFAULT_WHITE_TEXTURE, "hint_default_white", CF_UNSPECIFIED, {}, {} },
	{ TK_HINT_DEFAULT_BLACK_TEXTURE, "hint_default_black", CF_UNSPECIFIED, {}, {} },
	{ TK_HINT_DEFAULT_TRANSPARENT_TEXTURE, "hint_default_transparent", CF_UNSPECIFIED, {}, {} },
	{ TK_HINT_ANISOTROPY_TEXTURE, "hint_anisotropy", CF_UNSPECIFIED, {}, {} },
	{ TK_HINT_ROUGHNESS_R, "hint_roughness_r", CF_UNSPECIFIED, {}, {} },
	{ TK_HINT_ROUGHNESS_G, "hint_roughness_g", CF_UNSPECIFIED, {}, {} },
	{ TK_HINT_ROUGHNESS_B, "hint_roughness_b", CF_UNSPECIFIED, {}, {} },
	{ TK_HINT_ROUGHNESS_A, "hint_roughness_a", CF_UNSPECIFIED, {}, {} },
	{ TK_HINT_ROUGHNESS_NORMAL_TEXTURE, "hint_roughness_normal", CF_UNSPECIFIED, {}, {} },
	{ TK_HINT_ROUGHNESS_GRAY, "hint_roughness_gray", CF_UNSPECIFIED, {}, {} },
	{ TK_HINT_SCREEN_TEXTURE, "hint_screen_texture", CF_UNSPECIFIED, {}, {} },
	{ TK_HINT_NORMAL_ROUGHNESS_TEXTURE, "hint_normal_roughness_texture", CF_UNSPECIFIED, {}, {} },
	{ TK_HINT_DEPTH_TEXTURE, "hint_depth_texture", CF_UNSPECIFIED, {}, {} },
	{ TK_FILTER_NEAREST, "filter_nearest", CF_UNSPECIFIED, {}, {} },
	{ TK_FILTER_LINEAR, "filter_linear", CF_UNSPECIFIED, {}, {} },
	{ TK_FILTER_NEAREST_MIPMAP, "filter_nearest_mipmap", CF_UNSPECIFIED, {}, {} },
	{ TK_FILTER_LINEAR_MIPMAP, "filter_linear_mipmap", CF_UNSPECIFIED, {}, {} },
	{ TK_FILTER_NEAREST_MIPMAP_ANISOTROPIC, "filter_nearest_mipmap_anisotropic", CF_UNSPECIFIED, {}, {} },
	{ TK_FILTER_LINEAR_MIPMAP_ANISOTROPIC, "filter_linear_mipmap_anisotropic", CF_UNSPECIFIED, {}, {} },
	{ TK_REPEAT_ENABLE, "repeat_enable", CF_UNSPECIFIED, {}, {} },
	{ TK_REPEAT_DISABLE, "repeat_disable", CF_UNSPECIFIED, {}, {} },
	{ TK_ERROR, nullptr, CF_UNSPECIFIED, {}, {} }
};
ShaderLanguage::Token ShaderLanguage::_get_token() {