### 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)

RS::GlobalShaderParameterType gvt = RS::get_singleton()->global_shader_parameter_get_type(p_variable);
	return (ShaderLanguage::DataType)RS::global_shader_uniform_type_get_shader_datatype(gvt);
}
static String complete_from_path;
static void _complete_include_paths_search(EditorFileSystemDirectory *p_efsd, List<ScriptLanguage::CodeCompletionOption> *r_options) {
	if (!p_efsd) {
		return;
	}
	for (int i = 0; i < p_efsd->get_file_count(); i++) {
		if (p_efsd->get_file_type(i) == SNAME("ShaderInclude")) {
			String path = p_efsd->get_file_path(i);
			if (path.begins_with(complete_from_path)) {
				path = path.replace_first(complete_from_path, "");
			}
			r_options->push_back(ScriptLanguage::CodeCompletionOption(path, ScriptLanguage::CODE_COMPLETION_KIND_FILE_PATH));
		}
	}
	for (int j = 0; j < p_efsd->get_subdir_count(); j++) {
		_complete_include_paths_search(p_efsd->get_subdir(j), r_options);
	}
}
static void _complete_include_paths(List<ScriptLanguage::CodeCompletionOption> *r_options) {