### 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)

shader->compute_local_size[0] = compute_local_size[0];
	shader->compute_local_size[1] = compute_local_size[1];
	shader->compute_local_size[2] = compute_local_size[2];
	shader->specialization_constants = specialization_constants;
	shader->name = name;
	String error_text;
	bool success = true;
	for (int i = 0; i < stage_spirv_data.size(); i++) {
		VkShaderModuleCreateInfo shader_module_create_info;
		shader_module_create_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
		shader_module_create_info.pNext = nullptr;
		shader_module_create_info.flags = 0;
		shader_module_create_info.codeSize = stage_spirv_data[i].size();
		const uint8_t *r = stage_spirv_data[i].ptr();
		shader_module_create_info.pCode = (const uint32_t *)r;
		VkShaderModule module;
		VkResult res = vkCreateShaderModule(device, &shader_module_create_info, nullptr, &module);
		if (res) {
			success = false;
			error_text = "Error (" + itos(res) + ") creating shader module for stage: " + String(shader_stage_names[stage_type[i]]);
			break;
		}
		VkPipelineShaderStageCreateInfo shader_stage;
		shader_stage.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
		shader_stage.pNext = nullptr;
		shader_stage.flags = 0;
		shader_stage.stage = shader_stage_masks[stage_type[i]];
		shader_stage.module = module;
		shader_stage.pName = "main";
		shader_stage.pSpecializationInfo = nullptr;