### 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)

}
						}
					}
				} else if (n->type == Node::TYPE_OPERATOR) {
					_set_error(vformat(RTR("Array size expressions are not supported.")));
					return ERR_PARSE_ERROR;
				}
				if (r_size_expression != nullptr) {
					*r_size_expression = n;
				}
			}
		} else if (((int)tk.constant) > 0) {
			array_size = (uint32_t)tk.constant;
		}
		if (array_size <= 0) {
			_set_error(RTR("Expected a positive integer constant."));
			return ERR_PARSE_ERROR;
		}
		tk = _get_token();
		if (tk.type != TK_BRACKET_CLOSE) {
			_set_expected_error("]");
			return ERR_PARSE_ERROR;
		}
		if (r_array_size != nullptr) {
			*r_array_size = array_size;
		}
	}
	return OK;
}
ShaderLanguage::Node *ShaderLanguage::_parse_array_constructor(BlockNode *p_block, const FunctionInfo &p_function_info) {