### Godot version

4.1 beta 3, 4.1 beta 1

### System information

Windows 10 - 4.1 beta 3 - Android 12

### Issue description

Crash when using SoftBody on android mobile.

### Steps to reproduce

- Simple scene setup using a plane softbody, camera.
- Export to android mobile.
- Immediate crash when open the app.

### Minimal reproduction project

[SoftbodyMobileTest.zip](https://github.com/godotengine/godot/files/11871734/SoftbodyMobileTest.zip)

layout_binding.descriptorCount = set_ptr[j].length;
				} break;
				case UNIFORM_TYPE_TEXTURE_BUFFER: {
					layout_binding.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER;
					layout_binding.descriptorCount = set_ptr[j].length;
				} break;
				case UNIFORM_TYPE_IMAGE_BUFFER: {
					layout_binding.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER;
				} break;
				case UNIFORM_TYPE_UNIFORM_BUFFER: {
					layout_binding.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
				} break;
				case UNIFORM_TYPE_STORAGE_BUFFER: {
					layout_binding.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
				} break;
				case UNIFORM_TYPE_INPUT_ATTACHMENT: {
					layout_binding.descriptorType = VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT;
				} break;
				default: {
					ERR_FAIL_V(RID());
				}
			}
			set_bindings.write[i].push_back(layout_binding);
			uniform_info.write[i].push_back(info);
		}
		read_offset += set_size;
	}
	ERR_FAIL_COND_V(read_offset + binary_data.specialization_constants_count * sizeof(RenderingDeviceVulkanShaderBinarySpecializationConstant) >= binsize, RID());
	Vector<Shader::SpecializationConstant> specialization_constants;
	for (uint32_t i = 0; i < binary_data.specialization_constants_count; i++) {