### 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)

} else if (type == "sky") {
		mode = MODE_SKY;
	} else if (type == "fog") {
		mode = MODE_FOG;
	} else {
		mode = MODE_SPATIAL;
	}
	code = p_code;
	String pp_code = p_code;
	HashSet<Ref<ShaderInclude>> new_include_dependencies;
	{
		
		
		
		ShaderPreprocessor preprocessor;
		preprocessor.preprocess(p_code, "", pp_code, nullptr, nullptr, nullptr, &new_include_dependencies);
	}
	
	include_dependencies = new_include_dependencies;
	for (Ref<ShaderInclude> E : include_dependencies) {
		E->connect(SNAME("changed"), callable_mp(this, &Shader::_dependency_changed));
	}
	RenderingServer::get_singleton()->shader_set_code(shader, pp_code);
	emit_changed();
}
String Shader::get_code() const {
	_update_shader();
	return code;
}
void Shader::get_shader_uniform_list(List<PropertyInfo> *p_params, bool p_get_groups) const {