### 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)

CodeEdit *te = get_text_editor();
	Color updated_marked_line_color = EDITOR_GET("text_editor/theme/highlighting/mark_color");
	if (updated_marked_line_color != marked_line_color) {
		for (int i = 0; i < te->get_line_count(); i++) {
			if (te->get_line_background_color(i) == marked_line_color) {
				te->set_line_background_color(i, updated_marked_line_color);
			}
		}
		marked_line_color = updated_marked_line_color;
	}
	syntax_highlighter->set_number_color(EDITOR_GET("text_editor/theme/highlighting/number_color"));
	syntax_highlighter->set_symbol_color(EDITOR_GET("text_editor/theme/highlighting/symbol_color"));
	syntax_highlighter->set_function_color(EDITOR_GET("text_editor/theme/highlighting/function_color"));
	syntax_highlighter->set_member_variable_color(EDITOR_GET("text_editor/theme/highlighting/member_variable_color"));
	syntax_highlighter->clear_keyword_colors();
	const Color keyword_color = EDITOR_GET("text_editor/theme/highlighting/keyword_color");
	const Color control_flow_keyword_color = EDITOR_GET("text_editor/theme/highlighting/control_flow_keyword_color");
	List<String> keywords;
	ShaderLanguage::get_keyword_list(&keywords);
	for (const String &E : keywords) {
		if (ShaderLanguage::is_control_flow_keyword(E)) {
			syntax_highlighter->add_keyword_color(E, control_flow_keyword_color);
		} else {
			syntax_highlighter->add_keyword_color(E, keyword_color);
		}
	}
	List<String> pp_keywords;
	ShaderPreprocessor::get_keyword_list(&pp_keywords, false);
	for (const String &E : pp_keywords) {