### 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)

#ifdef DEBUG_ENABLED
		keyword_completion_context = CF_UNSPECIFIED;
#endif 
		_get_completable_identifier(nullptr, COMPLETION_SHADER_TYPE, shader_type_identifier);
		if (shader_type_identifier == StringName()) {
			_set_error(vformat(RTR("Expected an identifier after '%s', indicating the type of shader. Valid types are: %s."), "shader_type", _get_shader_type_list(p_shader_types)));
			return ERR_PARSE_ERROR;
		}
		if (!p_shader_types.has(shader_type_identifier)) {
			_set_error(vformat(RTR("Invalid shader type. Valid types are: %s"), _get_shader_type_list(p_shader_types)));
			return ERR_PARSE_ERROR;
		}
		prev_pos = _get_tkpos();
		tk = _get_token();
		if (tk.type != TK_SEMICOLON) {
			_set_tkpos(prev_pos);
			_set_expected_after_error(";", "shader_type " + String(shader_type_identifier));
			return ERR_PARSE_ERROR;
		}
	}
#ifdef DEBUG_ENABLED
	keyword_completion_context = CF_GLOBAL_SPACE;
#endif 
	tk = _get_token();
	int texture_uniforms = 0;
	int texture_binding = 0;
	int uniforms = 0;
	int instance_index = 0;
#ifdef DEBUG_ENABLED
	uint64_t uniform_buffer_size = 0;