### 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 shader_editor->get_text_editor()->get_saved_version() != shader_editor->get_text_editor()->get_version();
}
void TextShaderEditor::tag_saved_version() {
	shader_editor->get_text_editor()->tag_saved_version();
}
void TextShaderEditor::apply_shaders() {
	String editor_code = shader_editor->get_text_editor()->get_text();
	if (shader.is_valid()) {
		String shader_code = shader->get_code();
		if (shader_code != editor_code || dependencies_version != shader_editor->get_dependencies_version()) {
			shader_editor->set_block_shader_changed(true);
			shader->set_code(editor_code);
			shader_editor->set_block_shader_changed(false);
			shader->set_edited(true);
		}
	}
	if (shader_inc.is_valid()) {
		String shader_inc_code = shader_inc->get_code();
		if (shader_inc_code != editor_code || dependencies_version != shader_editor->get_dependencies_version()) {
			shader_editor->set_block_shader_changed(true);
			shader_inc->set_code(editor_code);
			shader_editor->set_block_shader_changed(false);
			shader_inc->set_edited(true);
		}
	}
	dependencies_version = shader_editor->get_dependencies_version();
}
void TextShaderEditor::_text_edit_gui_input(const Ref<InputEvent> &ev) {