### 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)

_THREAD_SAFE_METHOD_
	
	Shader *shader = shader_owner.get_or_null(p_shader);
	ERR_FAIL_NULL_V(shader, RID());
	ERR_FAIL_COND_V_MSG(shader->is_compute, RID(),
			"Compute shaders can't be used in render pipelines");
	if (p_framebuffer_format == INVALID_ID) {
		
		p_framebuffer_format = framebuffer_format_create(Vector<AttachmentFormat>());
	}
	ERR_FAIL_COND_V(!framebuffer_formats.has(p_framebuffer_format), RID());
	const FramebufferFormat &fb_format = framebuffer_formats[p_framebuffer_format];
	{ 
		ERR_FAIL_COND_V_MSG(p_for_render_pass >= uint32_t(fb_format.E->key().passes.size()), RID(), "Render pass requested for pipeline creation (" + itos(p_for_render_pass) + ") is out of bounds");
		const FramebufferPass &pass = fb_format.E->key().passes[p_for_render_pass];
		uint32_t output_mask = 0;
		for (int i = 0; i < pass.color_attachments.size(); i++) {
			if (pass.color_attachments[i] != FramebufferPass::ATTACHMENT_UNUSED) {
				output_mask |= 1 << i;
			}
		}
		ERR_FAIL_COND_V_MSG(shader->fragment_output_mask != output_mask, RID(),
				"Mismatch fragment shader output mask (" + itos(shader->fragment_output_mask) + ") and framebuffer color output mask (" + itos(output_mask) + ") when binding both in render pipeline.");
	}