### 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)

shader_editor->update_editor_settings();
	shader_editor->get_text_editor()->add_theme_constant_override("line_spacing", EDITOR_GET("text_editor/appearance/whitespace/line_spacing"));
	shader_editor->get_text_editor()->set_draw_breakpoints_gutter(false);
	shader_editor->get_text_editor()->set_draw_executing_lines_gutter(false);
}
void TextShaderEditor::_show_warnings_panel(bool p_show) {
	warnings_panel->set_visible(p_show);
}
void TextShaderEditor::_warning_clicked(Variant p_line) {
	if (p_line.get_type() == Variant::INT) {
		shader_editor->get_text_editor()->set_caret_line(p_line.operator int64_t());
	}
}
void TextShaderEditor::_bind_methods() {
	ClassDB::bind_method("_show_warnings_panel", &TextShaderEditor::_show_warnings_panel);
	ClassDB::bind_method("_warning_clicked", &TextShaderEditor::_warning_clicked);
	ADD_SIGNAL(MethodInfo("validation_changed"));
}
void TextShaderEditor::ensure_select_current() {
}
void TextShaderEditor::goto_line_selection(int p_line, int p_begin, int p_end) {
	shader_editor->goto_line_selection(p_line, p_begin, p_end);
}
void TextShaderEditor::_project_settings_changed() {
	_update_warnings(true);
}
void TextShaderEditor::_update_warnings(bool p_validate) {