### 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::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
	RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
	RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
	r_sdf_used = false;
	int item_count = 0;
	
	Transform2D canvas_transform_inverse = p_canvas_transform.affine_inverse();
	
	uint32_t light_count = 0;
	uint32_t directional_light_count = 0;
	{
		Light *l = p_directional_light_list;
		uint32_t index = 0;
		while (l) {
			if (index == state.max_lights_per_render) {
				l->render_index_cache = -1;
				l = l->next_ptr;
				continue;
			}
			CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal);
			if (!clight) { 
				l->render_index_cache = -1;
				l = l->next_ptr;
				ERR_CONTINUE(!clight);
			}
			Vector2 canvas_light_dir = l->xform_cache.columns[1].normalized();
			state.light_uniforms[index].position[0] = -canvas_light_dir.x;
			state.light_uniforms[index].position[1] = -canvas_light_dir.y;
			_update_transform_2d_to_mat2x4(clight->shadow.directional_xform, state.light_uniforms[index].shadow_matrix);