### 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)

syntax_highlighter->add_keyword_color(E, keyword_color);
	}
	
	
	List<String> built_ins;
	if (shader_inc.is_valid()) {
		for (int i = 0; i < RenderingServer::SHADER_MAX; i++) {
			for (const KeyValue<StringName, ShaderLanguage::FunctionInfo> &E : ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(i))) {
				for (const KeyValue<StringName, ShaderLanguage::BuiltInInfo> &F : E.value.built_ins) {
					built_ins.push_back(F.key);
				}
			}
			const Vector<ShaderLanguage::ModeInfo> &modes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(i));
			for (int j = 0; j < modes.size(); j++) {
				const ShaderLanguage::ModeInfo &mode_info = modes[j];
				if (!mode_info.options.is_empty()) {
					for (int k = 0; k < mode_info.options.size(); k++) {
						built_ins.push_back(String(mode_info.name) + "_" + String(mode_info.options[k]));
					}
				} else {
					built_ins.push_back(String(mode_info.name));
				}
			}
		}
	} else if (shader.is_valid()) {
		for (const KeyValue<StringName, ShaderLanguage::FunctionInfo> &E : ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(shader->get_mode()))) {
			for (const KeyValue<StringName, ShaderLanguage::BuiltInInfo> &F : E.value.built_ins) {
				built_ins.push_back(F.key);
			}
		}