### Godot version

4.0b17

### System information

macOS 13.2

### Issue description

The shader function fma, used by the visual shader UVFunc node generated code:
```
// UVFunc:5
vec2 n_in5p1 = vec2(6.00000, 6.00000);
vec2 n_in5p2 = vec2(0.50000, 0.50000);
vec2 n_out5p0 = fma((UV - n_in5p2), n_in5p1, n_in5p2);
```
Does not seem to be defined in the Compatibility renderer, causing shader compilation to fail if it's used with a lot of errors and debug output (10000+ messages as it prints out a lot of engine shader code?). Ending with the relevant errors:
 ```
drivers/gles3/shader_gles3.cpp:242 - SceneShaderGLES3: Fragment shader compilation failed:
  ERROR: 0:928: Invalid call of undeclared identifier 'fma'
  ERROR: 0:930: Use of undeclared identifier 'm_n_out5p0'
  
  drivers/gles3/shader_gles3.cpp:342 - Method/function failed.
```

Simple shader using fma in Mobile:
![Screenshot 2023-02-08 at 09 52 38](https://user-images.githubusercontent.com/17763524/217483066-fe0feab7-72c4-4db7-a44e-041a1ad93f25.jpg)

Switch to Compatibility renderer:
![Screenshot 2023-02-08 at 09 53 27](https://user-images.githubusercontent.com/17763524/217483149-4fdef308-67cf-40d2-8d4a-d72dc7c85e70.jpg)



### Steps to reproduce

- Start a project in Mobile
- Make a shader where you use the fma function, for example the shader below in the reproduction field. Or a visual shader using the UVFunc node.
- Assign the shader to a shader material and apply this to a visible mesh, observe it renders
- Switch project to Compatibility renderer
- See errors and failed shader compilation

### Minimal reproduction project

Minimal test shader, use in Compatibility renderer:

```
shader_type spatial;

void fragment() {
	vec2 n_in5p1 = vec2(6.00000, 6.00000);
	vec2 n_in5p2 = vec2(0.50000, 0.50000);
	vec2 n_out5p0 = fma((UV - n_in5p2), n_in5p1, n_in5p2);

	ALBEDO = vec3(1,0,0);
}

```
{ TK_PRECISION_MID, "mediump", CF_BLOCK | CF_PRECISION_MODIFIER, {}, {} },
	{ TK_PRECISION_HIGH, "highp", CF_BLOCK | CF_PRECISION_MODIFIER, {}, {} },
	
	{ TK_UNIFORM, "uniform", CF_GLOBAL_SPACE | CF_UNIFORM_KEYWORD, {}, {} },
	{ TK_UNIFORM_GROUP, "group_uniforms", CF_GLOBAL_SPACE, {}, {} },
	{ TK_VARYING, "varying", CF_GLOBAL_SPACE, { "particles", "sky", "fog" }, {} },
	{ TK_CONST, "const", CF_BLOCK | CF_GLOBAL_SPACE | CF_CONST_KEYWORD, {}, {} },
	{ TK_STRUCT, "struct", CF_GLOBAL_SPACE, {}, {} },
	{ TK_SHADER_TYPE, "shader_type", CF_SHADER_TYPE, {}, {} },
	{ TK_RENDER_MODE, "render_mode", CF_GLOBAL_SPACE, {}, {} },
	
	{ TK_INSTANCE, "instance", CF_GLOBAL_SPACE | CF_UNIFORM_QUALIFIER, {}, {} },
	{ TK_GLOBAL, "global", CF_GLOBAL_SPACE | CF_UNIFORM_QUALIFIER, {}, {} },
	
	{ TK_CF_IF, "if", CF_BLOCK, {}, {} },
	{ TK_CF_ELSE, "else", CF_BLOCK, {}, {} },
	{ TK_CF_FOR, "for", CF_BLOCK, {}, {} },
	{ TK_CF_WHILE, "while", CF_BLOCK, {}, {} },
	{ TK_CF_DO, "do", CF_BLOCK, {}, {} },
	{ TK_CF_SWITCH, "switch", CF_BLOCK, {}, {} },
	{ TK_CF_CASE, "case", CF_BLOCK, {}, {} },
	{ TK_CF_DEFAULT, "default", CF_BLOCK, {}, {} },
	{ TK_CF_BREAK, "break", CF_BLOCK, {}, {} },
	{ TK_CF_CONTINUE, "continue", CF_BLOCK, {}, {} },
	{ TK_CF_RETURN, "return", CF_BLOCK, {}, {} },
	{ TK_CF_DISCARD, "discard", CF_BLOCK, { "particles", "sky", "fog" }, { "fragment" } },
	
	{ TK_ARG_IN, "in", CF_FUNC_DECL_PARAM_SPEC, {}, {} },
	{ TK_ARG_OUT, "out", CF_FUNC_DECL_PARAM_SPEC, {}, {} },
	{ TK_ARG_INOUT, "inout", CF_FUNC_DECL_PARAM_SPEC, {}, {} },