### Godot version

On top of 4.0 branch. https://github.com/godotengine/godot/commit/fd5dc25240c1537d90b80507683f78bcf574f547

### System information

Mac Mini, Apple Silicon on Firefox

### Issue description

Error message in log.

```
e[1;31mERROR:e[0;91m vkCreateGraphicsPipelines failed with error -3 for shader 'CanvasOcclusionShaderRD:0'.
e[0;90m   at: render_pipeline_create (drivers/vulkan/rendering_device_vulkan.cpp:6394)e[0m
[mvk-error] VK_ERROR_FORMAT_NOT_SUPPORTED: VkFormat VK_FORMAT_R64G64_SFLOAT is not supported for vertex buffers on this device.
```

### Steps to reproduce

Launching my project.

### Minimal reproduction project

I think it happens on all mac projects, but checking now.
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
	RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
	Item *current_clip = nullptr;
	Transform2D canvas_transform_inverse = p_canvas_transform_inverse;
	RID framebuffer;
	RID fb_uniform_set;
	bool clear = false;
	Vector<Color> clear_colors;
	if (p_to_backbuffer) {
		framebuffer = texture_storage->render_target_get_rd_backbuffer_framebuffer(p_to_render_target);
		fb_uniform_set = texture_storage->render_target_get_backbuffer_uniform_set(p_to_render_target);
	} else {
		framebuffer = texture_storage->render_target_get_rd_framebuffer(p_to_render_target);
		texture_storage->render_target_set_msaa_needs_resolve(p_to_render_target, false); 
		if (texture_storage->render_target_is_clear_requested(p_to_render_target)) {
			clear = true;
			clear_colors.push_back(texture_storage->render_target_get_clear_request_color(p_to_render_target));
			texture_storage->render_target_disable_clear_request(p_to_render_target);
		}
		
		fb_uniform_set = texture_storage->render_target_get_framebuffer_uniform_set(p_to_render_target);
	}
	if (fb_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fb_uniform_set)) {