### 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_error(vformat(RTR("Invalid argument type when calling stage function '%s', type expected is '%s'."), String(name), get_datatype_name(sf.arguments[i].type)));
				return false;
			}
		}
		if (r_ret_type) {
			*r_ret_type = sf.return_type;
		}
		if (r_ret_type_str) {
			*r_ret_type_str = "";
		}
		return true;
	}
	bool failed_builtin = false;
	bool unsupported_builtin = false;
	int builtin_idx = 0;
	if (argcount <= 4) {
		
		int idx = 0;
		while (builtin_func_defs[idx].name) {
			if (completion_class != builtin_func_defs[idx].tag) {
				idx++;
				continue;
			}
			if (name == builtin_func_defs[idx].name) {
				failed_builtin = true;
				bool fail = false;
				for (int i = 0; i < argcount; i++) {
					if (p_func->arguments[i + 1]->type == Node::TYPE_ARRAY) {
						const ArrayNode *anode = static_cast<const ArrayNode *>(p_func->arguments[i + 1]);
						if (anode->call_expression == nullptr && !anode->is_indexed()) {