### 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 code;
}
void ShaderInclude::_bind_methods() {
	ClassDB::bind_method(D_METHOD("set_code", "code"), &ShaderInclude::set_code);
	ClassDB::bind_method(D_METHOD("get_code"), &ShaderInclude::get_code);
	ADD_PROPERTY(PropertyInfo(Variant::STRING, "code", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_code", "get_code");
}
Ref<Resource> ResourceFormatLoaderShaderInclude::load(const String &p_path, const String &p_original_path, Error *r_error, bool p_use_sub_threads, float *r_progress, CacheMode p_cache_mode) {
	if (r_error) {
		*r_error = ERR_FILE_CANT_OPEN;
	}
	Ref<ShaderInclude> shader_inc;
	shader_inc.instantiate();
	Vector<uint8_t> buffer = FileAccess::get_file_as_bytes(p_path);
	String str;
	str.parse_utf8((const char *)buffer.ptr(), buffer.size());
	shader_inc->set_code(str);
	if (r_error) {
		*r_error = OK;
	}
	return shader_inc;
}
void ResourceFormatLoaderShaderInclude::get_recognized_extensions(List<String> *p_extensions) const {
	p_extensions->push_back("gdshaderinc");
}
bool ResourceFormatLoaderShaderInclude::handles_type(const String &p_type) const {
	return (p_type == "ShaderInclude");
}
String ResourceFormatLoaderShaderInclude::get_resource_type(const String &p_path) const {