### 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)

disabled_branch_regions.clear();
	clear_highlighting_cache();
}
void GDShaderSyntaxHighlighter::set_disabled_branch_color(const Color &p_color) {
	disabled_branch_color = p_color;
	clear_highlighting_cache();
}
static bool saved_warnings_enabled = false;
static bool saved_treat_warning_as_errors = false;
static HashMap<ShaderWarning::Code, bool> saved_warnings;
static uint32_t saved_warning_flags = 0U;
void ShaderTextEditor::_notification(int p_what) {
	switch (p_what) {
		case NOTIFICATION_THEME_CHANGED: {
			if (is_visible_in_tree()) {
				_load_theme_settings();
				if (warnings.size() > 0 && last_compile_result == OK) {
					warnings_panel->clear();
					_update_warning_panel();
				}
			}
		} break;
	}
}
Ref<Shader> ShaderTextEditor::get_edited_shader() const {