### 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 (!found) {
							for (int j = 0; j < info.options.size(); j++) {
								ScriptLanguage::CodeCompletionOption option(String(info.name) + "_" + String(info.options[j]), ScriptLanguage::CODE_COMPLETION_KIND_PLAIN_TEXT);
								r_options->push_back(option);
							}
						}
					} else {
						const String name = String(info.name);
						if (!shader->render_modes.has(name)) {
							ScriptLanguage::CodeCompletionOption option(name, ScriptLanguage::CODE_COMPLETION_KIND_PLAIN_TEXT);
							r_options->push_back(option);
						}
					}
				}
			}
			return OK;
		} break;
		case COMPLETION_STRUCT: {
			if (shader->structs.has(completion_struct)) {
				StructNode *node = shader->structs[completion_struct].shader_struct;
				for (int i = 0; i < node->members.size(); i++) {
					ScriptLanguage::CodeCompletionOption option(node->members[i]->name, ScriptLanguage::CODE_COMPLETION_KIND_MEMBER);
					r_options->push_back(option);
				}
			}
			return OK;
		} break;
		case COMPLETION_MAIN_FUNCTION: {
			for (const KeyValue<StringName, FunctionInfo> &E : p_info.functions) {