### 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)

}
										}
										b = b->parent_block;
									}
									if (!valid) {
										_set_error(vformat(RTR("Argument %d of function '%s' can only take a local variable, array, or member."), arg_idx + 1, String(name)));
										return false;
									}
								}
							}
						}
						outarg_idx++;
					}
					
					for (int i = 0; i < argcount; i++) {
						if (get_scalar_type(args[i]) != args[i] || args[i] == builtin_func_defs[idx].args[i] || p_func->arguments[i + 1]->type != Node::TYPE_CONSTANT) {
							
							continue;
						}
						
						ConstantNode *constant = static_cast<ConstantNode *>(p_func->arguments[i + 1]);
						ConstantNode *conversion = alloc_node<ConstantNode>();
						conversion->datatype = builtin_func_defs[idx].args[i];
						conversion->values.resize(1);
						convert_constant(constant, builtin_func_defs[idx].args[i], conversion->values.ptrw());
						p_func->arguments.write[i + 1] = conversion;
					}
					if (r_ret_type) {
						*r_ret_type = builtin_func_defs[idx].rettype;
					}