### 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)

int line = w.get_line();
		
		warnings_panel->push_cell();
		warnings_panel->push_color(warnings_panel->get_theme_color(SNAME("warning_color"), SNAME("Editor")));
		if (line != -1) {
			warnings_panel->push_meta(line - 1);
			warnings_panel->add_text(TTR("Line") + " " + itos(line));
			warnings_panel->add_text(" (" + w.get_name() + "):");
			warnings_panel->pop(); 
		} else {
			warnings_panel->add_text(w.get_name() + ":");
		}
		warnings_panel->pop(); 
		warnings_panel->pop(); 
		
		warnings_panel->push_cell();
		warnings_panel->add_text(w.get_message());
		warnings_panel->pop(); 
	}
	warnings_panel->pop(); 
	set_warning_count(warning_count);
}
void ShaderTextEditor::_bind_methods() {
	ADD_SIGNAL(MethodInfo("script_validated", PropertyInfo(Variant::BOOL, "valid")));
}
ShaderTextEditor::ShaderTextEditor() {
	syntax_highlighter.instantiate();
	get_text_editor()->set_syntax_highlighter(syntax_highlighter);
}
void TextShaderEditor::_menu_option(int p_option) {