### 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)

return;
	}
	Ref<Resource> res = ResourceLoader::load(path);
	if (res.is_null()) {
		set_error(RTR("Shader include load failed. Does the shader include exist? Is there a cyclic dependency?"), line);
		return;
	}
	Ref<ShaderInclude> shader_inc = res;
	if (shader_inc.is_null()) {
		set_error(RTR("Shader include resource type is wrong."), line);
		return;
	}
	String included = shader_inc->get_code();
	if (!included.is_empty()) {
		uint64_t code_hash = included.hash64();
		if (state->cyclic_include_hashes.find(code_hash)) {
			set_error(RTR("Cyclic include found."), line);
			return;
		}
	}
	state->shader_includes.insert(shader_inc);
	const String real_path = shader_inc->get_path();
	if (state->includes.has(real_path)) {
		
		
		
		return;
	}
	
	state->includes.insert(real_path);