### 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)

CF_UNSPECIFIED = 0U,
	CF_BLOCK = 1U, 
	CF_FUNC_DECL_PARAM_SPEC = 2U, 
	CF_FUNC_DECL_PARAM_TYPE = 4U, 
	CF_IF_DECL = 8U, 
	CF_BOOLEAN = 16U, 
	CF_GLOBAL_SPACE = 32U, 
	CF_DATATYPE = 64U, 
	CF_UNIFORM_TYPE = 128U, 
	CF_VARYING_TYPE = 256U, 
	CF_PRECISION_MODIFIER = 512U, 
	CF_INTERPOLATION_QUALIFIER = 1024U, 
	CF_UNIFORM_KEYWORD = 2048U, 
	CF_CONST_KEYWORD = 4096U, 
	CF_UNIFORM_QUALIFIER = 8192U, 
	CF_SHADER_TYPE = 16384U, 
};
const uint32_t KCF_DATATYPE = CF_BLOCK | CF_GLOBAL_SPACE | CF_DATATYPE | CF_FUNC_DECL_PARAM_TYPE | CF_UNIFORM_TYPE;
const uint32_t KCF_SAMPLER_DATATYPE = CF_FUNC_DECL_PARAM_TYPE | CF_UNIFORM_TYPE;
const ShaderLanguage::KeyWord ShaderLanguage::keyword_list[] = {
	{ TK_TRUE, "true", CF_BLOCK | CF_IF_DECL | CF_BOOLEAN, {}, {} },
	{ TK_FALSE, "false", CF_BLOCK | CF_IF_DECL | CF_BOOLEAN, {}, {} },
	
	{ TK_TYPE_VOID, "void", CF_GLOBAL_SPACE, {}, {} },
	{ TK_TYPE_BOOL, "bool", KCF_DATATYPE, {}, {} },
	{ TK_TYPE_BVEC2, "bvec2", KCF_DATATYPE, {}, {} },
	{ TK_TYPE_BVEC3, "bvec3", KCF_DATATYPE, {}, {} },
	{ TK_TYPE_BVEC4, "bvec4", KCF_DATATYPE, {}, {} },
	{ TK_TYPE_INT, "int", KCF_DATATYPE, {}, {} },