### 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)

} else if (p_func->arguments[arg_idx + 1]->type == Node::TYPE_MEMBER) {
										Node *n = static_cast<const MemberNode *>(p_func->arguments[arg_idx + 1])->owner;
										while (n->type == Node::TYPE_MEMBER) {
											n = static_cast<const MemberNode *>(n)->owner;
										}
										if (n->type != Node::TYPE_VARIABLE && n->type != Node::TYPE_ARRAY) {
											_set_error(vformat(RTR("Argument %d of function '%s' is not a variable, array, or member."), arg_idx + 1, String(name)));
											return false;
										}
										if (n->type == Node::TYPE_VARIABLE) {
											var_name = static_cast<const VariableNode *>(n)->name;
										} else { 
											var_name = static_cast<const ArrayNode *>(n)->name;
										}
									} else { 
										var_name = static_cast<const VariableNode *>(p_func->arguments[arg_idx + 1])->name;
									}
									const BlockNode *b = p_block;
									bool valid = false;
									while (b) {
										if (b->variables.has(var_name) || p_function_info.built_ins.has(var_name)) {
											valid = true;
											break;
										}
										if (b->parent_function) {
											for (int i = 0; i < b->parent_function->arguments.size(); i++) {
												if (b->parent_function->arguments[i].name == var_name) {
													valid = true;
													break;
												}