### 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)

_complete_include_paths_search(EditorFileSystem::get_singleton()->get_filesystem(), r_options);
}
void ShaderTextEditor::_code_complete_script(const String &p_code, List<ScriptLanguage::CodeCompletionOption> *r_options) {
	List<ScriptLanguage::CodeCompletionOption> pp_options;
	List<ScriptLanguage::CodeCompletionOption> pp_defines;
	ShaderPreprocessor preprocessor;
	String code;
	complete_from_path = (shader.is_valid() ? shader->get_path() : shader_inc->get_path()).get_base_dir();
	if (!complete_from_path.ends_with("/")) {
		complete_from_path += "/";
	}
	preprocessor.preprocess(p_code, "", code, nullptr, nullptr, nullptr, nullptr, &pp_options, &pp_defines, _complete_include_paths);
	complete_from_path = String();
	if (pp_options.size()) {
		for (const ScriptLanguage::CodeCompletionOption &E : pp_options) {
			r_options->push_back(E);
		}
		return;
	}
	for (const ScriptLanguage::CodeCompletionOption &E : pp_defines) {
		r_options->push_back(E);
	}
	ShaderLanguage sl;
	String calltip;
	ShaderLanguage::ShaderCompileInfo comp_info;
	comp_info.global_shader_uniform_type_func = _get_global_shader_uniform_type;
	if (shader.is_null()) {
		comp_info.is_include = true;