### 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)

generated.push_back(p_t);
}
char32_t ShaderPreprocessor::Tokenizer::next() {
	if (index < size) {
		return code[index++];
	}
	return 0;
}
int ShaderPreprocessor::Tokenizer::get_line() const {
	return line;
}
int ShaderPreprocessor::Tokenizer::get_index() const {
	return index;
}
void ShaderPreprocessor::Tokenizer::get_and_clear_generated(Vector<ShaderPreprocessor::Token> *r_out) {
	for (int i = 0; i < generated.size(); i++) {
		r_out->push_back(generated[i]);
	}
	generated.clear();
}
void ShaderPreprocessor::Tokenizer::backtrack(char32_t p_what) {
	while (index >= 0) {
		char32_t c = code[index];
		if (c == p_what) {
			break;
		}
		index--;
	}
}
char32_t ShaderPreprocessor::Tokenizer::peek() {