### 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.
actions.base_texture_binding_index = 1;
		actions.texture_layout_set = MATERIAL_UNIFORM_SET;
		actions.base_uniform_string = "material.";
		actions.default_filter = ShaderLanguage::FILTER_LINEAR;
		actions.default_repeat = ShaderLanguage::REPEAT_DISABLE;
		actions.base_varying_index = 4;
		actions.global_buffer_array_variable = "global_shader_uniforms.data";
		shader.compiler.initialize(actions);
	}
	{ 
		Vector<String> versions;
		versions.push_back("\n#define MODE_SHADOW\n"); 
		versions.push_back("\n#define MODE_SDF\n"); 
		shadow_render.shader.initialize(versions);
		{
			Vector<RD::AttachmentFormat> attachments;
			RD::AttachmentFormat af_color;
			af_color.format = RD::DATA_FORMAT_R32_SFLOAT;
			af_color.usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
			attachments.push_back(af_color);
			RD::AttachmentFormat af_depth;
			af_depth.format = RD::DATA_FORMAT_D32_SFLOAT;
			af_depth.usage_flags = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
			attachments.push_back(af_depth);
			shadow_render.framebuffer_format = RD::get_singleton()->framebuffer_format_create(attachments);
		}
		{
			Vector<RD::AttachmentFormat> attachments;
			RD::AttachmentFormat af_color;
			af_color.format = RD::DATA_FORMAT_R8_UNORM;