### 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)

state->include_depth++;
	if (state->include_depth > 25) {
		set_error(RTR("Shader max include depth exceeded."), line);
		return;
	}
	String old_filename = state->current_filename;
	state->current_filename = real_path;
	ShaderPreprocessor processor;
	int prev_condition_depth = state->condition_depth;
	state->condition_depth = 0;
	FilePosition fp;
	fp.file = state->current_filename;
	fp.line = line;
	state->include_positions.push_back(fp);
	String result;
	processor.preprocess(state, included, result);
	add_to_output("@@>" + real_path + "\n"); 
	add_to_output(result);
	add_to_output("\n@@<\n"); 
	
	if (state->error.is_empty()) {
		state->current_filename = old_filename;
		state->include_positions.pop_back();
	} else {
		return;
	}
	state->include_depth--;
	state->condition_depth = prev_condition_depth;
}
void ShaderPreprocessor::process_pragma(Tokenizer *p_tokenizer) {