### 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 (current_uniform_hint == ShaderNode::Uniform::HINT_NONE) {
					ScriptLanguage::CodeCompletionOption option("source_color", ScriptLanguage::CODE_COMPLETION_KIND_PLAIN_TEXT);
					r_options->push_back(option);
				}
			} else if ((completion_base == DataType::TYPE_INT || completion_base == DataType::TYPE_FLOAT) && !completion_base_array) {
				if (current_uniform_hint == ShaderNode::Uniform::HINT_NONE) {
					ScriptLanguage::CodeCompletionOption option("hint_range", ScriptLanguage::CODE_COMPLETION_KIND_PLAIN_TEXT);
					if (completion_base == DataType::TYPE_INT) {
						option.insert_text = "hint_range(0, 100, 1)";
					} else {
						option.insert_text = "hint_range(0.0, 1.0, 0.1)";
					}
					r_options->push_back(option);
				}
			} else if ((int(completion_base) > int(TYPE_MAT4) && int(completion_base) < int(TYPE_STRUCT)) && !completion_base_array) {
				Vector<String> options;
				if (current_uniform_filter == FILTER_DEFAULT) {
					options.push_back("filter_linear");
					options.push_back("filter_linear_mipmap");
					options.push_back("filter_linear_mipmap_anisotropic");
					options.push_back("filter_nearest");
					options.push_back("filter_nearest_mipmap");
					options.push_back("filter_nearest_mipmap_anisotropic");
				}
				if (current_uniform_hint == ShaderNode::Uniform::HINT_NONE) {
					options.push_back("hint_anisotropy");
					options.push_back("hint_default_black");
					options.push_back("hint_default_white");
					options.push_back("hint_default_transparent");
					options.push_back("hint_normal");