### 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)

return error_str;
}
Vector<ShaderLanguage::FilePosition> ShaderLanguage::get_include_positions() {
	return include_positions;
}
int ShaderLanguage::get_error_line() {
	return error_line;
}
ShaderLanguage::ShaderNode *ShaderLanguage::get_shader() {
	return shader;
}
ShaderLanguage::ShaderLanguage() {
	nodes = nullptr;
	completion_class = TAG_GLOBAL;
#ifdef DEBUG_ENABLED
	warnings_check_map.insert(ShaderWarning::UNUSED_CONSTANT, &used_constants);
	warnings_check_map.insert(ShaderWarning::UNUSED_FUNCTION, &used_functions);
	warnings_check_map.insert(ShaderWarning::UNUSED_STRUCT, &used_structs);
	warnings_check_map.insert(ShaderWarning::UNUSED_UNIFORM, &used_uniforms);
	warnings_check_map.insert(ShaderWarning::UNUSED_VARYING, &used_varyings);
	warnings_check_map2.insert(ShaderWarning::UNUSED_LOCAL_VARIABLE, &used_local_vars);
#endif 
}
ShaderLanguage::~ShaderLanguage() {
	clear();
}