### 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)

if (p_texture.is_valid()) {
		if (!default_textures.has(p_name)) {
			default_textures[p_name] = HashMap<int, Ref<Texture2D>>();
		}
		default_textures[p_name][p_index] = p_texture;
		RS::get_singleton()->shader_set_default_texture_parameter(shader, p_name, p_texture->get_rid(), p_index);
	} else {
		if (default_textures.has(p_name) && default_textures[p_name].has(p_index)) {
			default_textures[p_name].erase(p_index);
			if (default_textures[p_name].is_empty()) {
				default_textures.erase(p_name);
			}
		}
		RS::get_singleton()->shader_set_default_texture_parameter(shader, p_name, RID(), p_index);
	}
	emit_changed();
}
Ref<Texture2D> Shader::get_default_texture_parameter(const StringName &p_name, int p_index) const {
	if (default_textures.has(p_name) && default_textures[p_name].has(p_index)) {
		return default_textures[p_name][p_index];
	}
	return Ref<Texture2D>();
}
void Shader::get_default_texture_parameter_list(List<StringName> *r_textures) const {
	for (const KeyValue<StringName, HashMap<int, Ref<Texture2D>>> &E : default_textures) {
		r_textures->push_back(E.key);
	}
}
bool Shader::is_text_shader() const {