### 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 (!_compare_datatypes_in_nodes(pstruct->members[i], nexpr)) {
								return nullptr;
							}
						}
						if (i + 1 < pstruct->members.size()) {
							tk = _get_token();
							if (tk.type != TK_COMMA) {
								_set_expected_error(",");
								return nullptr;
							}
						}
						func->arguments.push_back(nexpr);
					}
					tk = _get_token();
					if (tk.type != TK_PARENTHESIS_CLOSE) {
						_set_expected_error(")");
						return nullptr;
					}
					expr = func;
				} else { 
					const StringName &name = identifier;
					OperatorNode *func = alloc_node<OperatorNode>();
					func->op = OP_CALL;
					VariableNode *funcname = alloc_node<VariableNode>();
					funcname->name = name;
					func->arguments.push_back(funcname);
					int carg = -1;
					bool ok = _parse_function_arguments(p_block, p_function_info, func, &carg);
					
					ShaderLanguage::BlockNode *bnode = p_block;