### 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)

String extension = p_path.get_extension().to_lower();
	if (extension == "gdshaderinc") {
		return "ShaderInclude";
	}
	return "";
}
Error ResourceFormatSaverShaderInclude::save(const Ref<Resource> &p_resource, const String &p_path, uint32_t p_flags) {
	Ref<ShaderInclude> shader_inc = p_resource;
	ERR_FAIL_COND_V(shader_inc.is_null(), ERR_INVALID_PARAMETER);
	String source = shader_inc->get_code();
	Error error;
	Ref<FileAccess> file = FileAccess::open(p_path, FileAccess::WRITE, &error);
	ERR_FAIL_COND_V_MSG(error, error, "Cannot save shader include '" + p_path + "'.");
	file->store_string(source);
	if (file->get_error() != OK && file->get_error() != ERR_FILE_EOF) {
		return ERR_CANT_CREATE;
	}
	return OK;
}
void ResourceFormatSaverShaderInclude::get_recognized_extensions(const Ref<Resource> &p_resource, List<String> *p_extensions) const {
	const ShaderInclude *shader_inc = Object::cast_to<ShaderInclude>(*p_resource);
	if (shader_inc != nullptr) {
		p_extensions->push_back("gdshaderinc");
	}
}
bool ResourceFormatSaverShaderInclude::recognize(const Ref<Resource> &p_resource) const {
	return p_resource->get_class_name() == "ShaderInclude"; 
}