### 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)

_update_shader();
	List<PropertyInfo> local;
	RenderingServer::get_singleton()->get_shader_parameter_list(shader, &local);
	for (PropertyInfo &pi : local) {
		bool is_group = pi.usage == PROPERTY_USAGE_GROUP || pi.usage == PROPERTY_USAGE_SUBGROUP;
		if (!p_get_groups && is_group) {
			continue;
		}
		if (!is_group) {
			if (default_textures.has(pi.name)) { 
				continue;
			}
		}
		if (p_params) {
			
			if (pi.type == Variant::RID) {
				pi.type = Variant::OBJECT;
			}
			p_params->push_back(pi);
		}
	}
}
RID Shader::get_rid() const {
	_update_shader();
	return shader;
}
void Shader::set_default_texture_parameter(const StringName &p_name, const Ref<Texture2D> &p_texture, int p_index) {