### 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)

}
								matches.insert(E.key, kind);
							}
						}
						if (skip_function != StringName() && p_info.functions.has(skip_function)) {
							for (const KeyValue<StringName, BuiltInInfo> &E : p_info.functions[skip_function].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);
							}
						}
					}
					for (const KeyValue<StringName, ShaderNode::Constant> &E : shader->constants) {
						matches.insert(E.key, ScriptLanguage::CODE_COMPLETION_KIND_CONSTANT);
					}
					for (const KeyValue<StringName, ShaderNode::Varying> &E : shader->varyings) {
						matches.insert(E.key, ScriptLanguage::CODE_COMPLETION_KIND_VARIABLE);
					}
					for (const KeyValue<StringName, ShaderNode::Uniform> &E : shader->uniforms) {
						matches.insert(E.key, ScriptLanguage::CODE_COMPLETION_KIND_MEMBER);
					}
				}
				for (int i = 0; i < shader->functions.size(); i++) {
					if (!shader->functions[i].callable || shader->functions[i].name == skip_function) {
						continue;
					}
					matches.insert(String(shader->functions[i].name), ScriptLanguage::CODE_COMPLETION_KIND_FUNCTION);
				}