### 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 mode;
}
void Shader::_dependency_changed() {
	
	_recompile();
}
void Shader::_recompile() {
	set_code(get_code());
}
void Shader::set_path(const String &p_path, bool p_take_over) {
	Resource::set_path(p_path, p_take_over);
	RS::get_singleton()->shader_set_path_hint(shader, p_path);
}
void Shader::set_code(const String &p_code) {
	for (Ref<ShaderInclude> E : include_dependencies) {
		E->disconnect(SNAME("changed"), callable_mp(this, &Shader::_dependency_changed));
	}
	String type = ShaderLanguage::get_shader_type(p_code);
	if (type == "canvas_item") {
		mode = MODE_CANVAS_ITEM;
	} else if (type == "particles") {
		mode = MODE_PARTICLES;