### 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)

_set_redefinition_error(String(name));
						return ERR_PARSE_ERROR;
					}
				}
				ShaderNode::Function function;
				function.callable = !p_functions.has(name);
				function.name = name;
				FunctionNode *func_node = alloc_node<FunctionNode>();
				function.function = func_node;
				shader->functions.push_back(function);
				func_node->name = name;
				func_node->return_type = type;
				func_node->return_struct_name = struct_name;
				func_node->return_precision = precision;
				func_node->return_array_size = array_size;
				if (p_functions.has(name)) {
					func_node->can_discard = p_functions[name].can_discard;
				} else {
#ifdef DEBUG_ENABLED
					if (check_warnings && HAS_WARNING(ShaderWarning::UNUSED_FUNCTION_FLAG)) {
						used_functions.insert(name, Usage(tk_line));
					}
#endif 
				}
				func_node->body = alloc_node<BlockNode>();
				func_node->body->parent_function = func_node;
				tk = _get_token();
				while (true) {
					if (tk.type == TK_PARENTHESIS_CLOSE) {
						break;