### 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)

if (index->type == Node::TYPE_CONSTANT) {
						uint32_t index_constant = static_cast<ConstantNode *>(index)->values[0].uint;
						if (index_constant >= (uint32_t)expr->get_array_size()) {
							_set_error(vformat(RTR("Index [%d] out of range [%d..%d]."), index_constant, 0, expr->get_array_size() - 1));
							return nullptr;
						}
					}
					member_type = expr->get_datatype();
					if (member_type == TYPE_STRUCT) {
						member_struct_name = expr->get_datatype_name();
					}
				} else {
					switch (expr->get_datatype()) {
						case TYPE_BVEC2:
						case TYPE_VEC2:
						case TYPE_IVEC2:
						case TYPE_UVEC2:
						case TYPE_MAT2:
							if (index->type == Node::TYPE_CONSTANT) {
								uint32_t index_constant = static_cast<ConstantNode *>(index)->values[0].uint;
								if (index_constant >= 2) {
									_set_error(vformat(RTR("Index [%d] out of range [%d..%d]."), index_constant, 0, 1));
									return nullptr;
								}
							}
							switch (expr->get_datatype()) {
								case TYPE_BVEC2:
									member_type = TYPE_BOOL;
									break;
								case TYPE_VEC2: