### 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)

#include "shader_include.h"
#include "servers/rendering/shader_language.h"
#include "servers/rendering/shader_preprocessor.h"
void ShaderInclude::_dependency_changed() {
	emit_changed();
}
void ShaderInclude::set_code(const String &p_code) {
	HashSet<Ref<ShaderInclude>> new_dependencies;
	code = p_code;
	for (Ref<ShaderInclude> E : dependencies) {
		E->disconnect(SNAME("changed"), callable_mp(this, &ShaderInclude::_dependency_changed));
	}
	{
		String pp_code;
		ShaderPreprocessor preprocessor;
		preprocessor.preprocess(p_code, "", pp_code, nullptr, nullptr, nullptr, &new_dependencies);
	}
	
	dependencies = new_dependencies;
	for (Ref<ShaderInclude> E : dependencies) {
		E->connect(SNAME("changed"), callable_mp(this, &ShaderInclude::_dependency_changed));
	}
	emit_changed();
}
String ShaderInclude::get_code() const {