### Godot version

4.0.beta16

### System information

Windows 10 Pro x64, GLES3, RTX 3080 Ti (528.02)

### Issue description

In Compatibility/GLES3 back-end, shaders which use a uniform to get the normal roughness buffer cannot compile. For example, the shader:
```glsl
shader_type spatial;

uniform sampler2D normal_roughness_texture : hint_normal_roughness_texture;

void fragment() {
    vec4 sample = texture(normal_roughness_texture, UV);
}
```
results in an error in the output:
```
  drivers/gles3/shader_gles3.cpp:242 - SceneShaderGLES3: Fragment shader compilation failed:
  0(890) : error C1503: undefined variable "normal_roughness_buffer"
  
  drivers/gles3/shader_gles3.cpp:342 - Method/function failed.
```

If I switch over to the Mobile or Forward+ backends, there is no shader compilation error.

### Steps to reproduce

Open the attached reproduction in the 4.0.beta16 editor.

When the scene is opened, the error is produced automatically:
1. Open `scene.tscn`
2. Open Output to review error

When the scene is saved with any changes made to the shader, the same error is also produced:
1. Open `scene.tscn`
2. Open `example.gdshader` in the shader editor.
3. Make a compile-able change to the shader.
4. Save the scene
5. Open Output to review the error

### Minimal reproduction project

[NormalRoughnessTexture_GLES3_Error.zip](https://github.com/godotengine/godot/files/10534253/NormalRoughnessTexture_GLES3_Error.zip)

switch (p_type) {
		case TYPE_FLOAT:
		case TYPE_VEC2:
		case TYPE_VEC3:
		case TYPE_VEC4:
		case TYPE_MAT2:
		case TYPE_MAT3:
		case TYPE_MAT4:
		case TYPE_SAMPLER2D:
		case TYPE_SAMPLER2DARRAY:
		case TYPE_SAMPLER3D:
		case TYPE_SAMPLERCUBE:
		case TYPE_SAMPLERCUBEARRAY: {
			return true;
		}
		default: {
			return false;
		}
	}
}
bool ShaderLanguage::is_sampler_type(DataType p_type) {
	return p_type > TYPE_MAT4 && p_type < TYPE_STRUCT;
}
Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::ConstantNode::Value> &p_value, DataType p_type, int p_array_size, ShaderLanguage::ShaderNode::Uniform::Hint p_hint) {
	int array_size = p_array_size;
	if (p_value.size() > 0) {
		Variant value;
		switch (p_type) {