### 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)

}
											varname = an->name;
										} else if (n->type == Node::TYPE_VARIABLE) {
											VariableNode *vn = static_cast<VariableNode *>(n);
											if (vn->is_const && !is_const_arg) {
												error = true;
											}
											varname = vn->name;
										} else if (n->type == Node::TYPE_MEMBER) {
											MemberNode *mn = static_cast<MemberNode *>(n);
											if (mn->basetype_const && is_out_arg) {
												error = true;
											}
										}
										if (!error && varname != StringName()) {
											if (shader->constants.has(varname)) {
												error = true;
											} else if (shader->uniforms.has(varname)) {
												error = true;
											} else if (p_function_info.built_ins.has(varname)) {
												BuiltInInfo info = p_function_info.built_ins[varname];
												if (info.constant) {
													error = true;
												}
											}
										}
										if (error) {
											_set_error(vformat(RTR("A constant value cannot be passed for '%s' parameter."), _get_qualifier_str(arg_qual)));
											return nullptr;
										}