### 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)

}
									if (is_sampler_type(call_function->arguments[i].type)) {
										
										ERR_CONTINUE(n->type != Node::TYPE_VARIABLE); 
										VariableNode *vn = static_cast<VariableNode *>(n);
										StringName varname = vn->name;
										if (shader->uniforms.has(varname)) {
											
											ShaderNode::Uniform *u = &shader->uniforms[varname];
											ERR_CONTINUE(u->type != call_function->arguments[i].type); 
											
											if (!_propagate_function_call_sampler_uniform_settings(name, i, u->filter, u->repeat)) {
												return nullptr;
											}
										} else if (p_function_info.built_ins.has(varname)) {
											
											if (!_propagate_function_call_sampler_builtin_reference(name, i, varname)) {
												return nullptr;
											}
										} else {
											
											bool found = false;
											for (int j = 0; j < base_function->arguments.size(); j++) {
												if (base_function->arguments[j].name == varname) {
													if (!base_function->arguments[j].tex_argument_connect.has(call_function->name)) {
														base_function->arguments.write[j].tex_argument_connect[call_function->name] = HashSet<int>();
													}
													base_function->arguments.write[j].tex_argument_connect[call_function->name].insert(i);
													found = true;
													break;