### 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)

set_edited_shader_include(p_shader_inc, p_shader_inc->get_code());
}
void ShaderTextEditor::_shader_changed() {
	
	if (block_shader_changed) {
		return;
	}
	dependencies_version++;
	_validate_script();
}
void ShaderTextEditor::set_edited_shader_include(const Ref<ShaderInclude> &p_shader_inc, const String &p_code) {
	if (shader_inc == p_shader_inc) {
		return;
	}
	if (shader_inc.is_valid()) {
		shader_inc->disconnect(SNAME("changed"), callable_mp(this, &ShaderTextEditor::_shader_changed));
	}
	shader_inc = p_shader_inc;
	shader = Ref<Shader>();
	set_edited_code(p_code);
	if (shader_inc.is_valid()) {
		shader_inc->connect(SNAME("changed"), callable_mp(this, &ShaderTextEditor::_shader_changed));
	}
}
void ShaderTextEditor::set_edited_code(const String &p_code) {