### 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)

const Color string_color = EDITOR_GET("text_editor/theme/highlighting/string_color");
	syntax_highlighter->add_color_region("\"", "\"", string_color, false);
	if (warnings_panel) {
		
		warnings_panel->add_theme_font_override("normal_font", EditorNode::get_singleton()->get_gui_base()->get_theme_font(SNAME("main"), SNAME("EditorFonts")));
		warnings_panel->add_theme_font_size_override("normal_font_size", EditorNode::get_singleton()->get_gui_base()->get_theme_font_size(SNAME("main_size"), SNAME("EditorFonts")));
	}
}
void ShaderTextEditor::_check_shader_mode() {
	String type = ShaderLanguage::get_shader_type(get_text_editor()->get_text());
	Shader::Mode mode;
	if (type == "canvas_item") {
		mode = Shader::MODE_CANVAS_ITEM;
	} else if (type == "particles") {
		mode = Shader::MODE_PARTICLES;
	} else if (type == "sky") {
		mode = Shader::MODE_SKY;
	} else if (type == "fog") {
		mode = Shader::MODE_FOG;
	} else {
		mode = Shader::MODE_SPATIAL;
	}
	if (shader->get_mode() != mode) {
		set_block_shader_changed(true);
		shader->set_code(get_text_editor()->get_text());
		set_block_shader_changed(false);
		_load_theme_settings();
	}
}
static ShaderLanguage::DataType _get_global_shader_uniform_type(const StringName &p_variable) {