### 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)

if (shader.is_null() && shader_inc.is_null()) {
		disk_changed->hide();
		return;
	}
	apply_shaders();
	Ref<Shader> edited_shader = shader_editor->get_edited_shader();
	if (edited_shader.is_valid()) {
		ResourceSaver::save(edited_shader);
	}
	if (shader.is_valid() && shader != edited_shader) {
		ResourceSaver::save(shader);
	}
	Ref<ShaderInclude> edited_shader_inc = shader_editor->get_edited_shader_include();
	if (edited_shader_inc.is_valid()) {
		ResourceSaver::save(edited_shader_inc);
	}
	if (shader_inc.is_valid() && shader_inc != edited_shader_inc) {
		ResourceSaver::save(shader_inc);
	}
	shader_editor->get_text_editor()->tag_saved_version();
	disk_changed->hide();
}
void TextShaderEditor::validate_script() {
	shader_editor->_validate_script();
}
bool TextShaderEditor::is_unsaved() const {