### 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)

ERR_FAIL_COND_V_MSG(shader->vertex_input_mask != 0, RID(),
				"Shader contains vertex inputs, but no vertex input description was provided for pipeline creation.");
	}
	
	ERR_FAIL_INDEX_V(p_render_primitive, RENDER_PRIMITIVE_MAX, RID());
	VkPipelineInputAssemblyStateCreateInfo input_assembly_create_info;
	input_assembly_create_info.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
	input_assembly_create_info.pNext = nullptr;
	input_assembly_create_info.flags = 0;
	static const VkPrimitiveTopology topology_list[RENDER_PRIMITIVE_MAX] = {
		VK_PRIMITIVE_TOPOLOGY_POINT_LIST,
		VK_PRIMITIVE_TOPOLOGY_LINE_LIST,
		VK_PRIMITIVE_TOPOLOGY_LINE_LIST_WITH_ADJACENCY,
		VK_PRIMITIVE_TOPOLOGY_LINE_STRIP,
		VK_PRIMITIVE_TOPOLOGY_LINE_STRIP_WITH_ADJACENCY,
		VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
		VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST_WITH_ADJACENCY,
		VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP,
		VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP_WITH_ADJACENCY,
		VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP,
		VK_PRIMITIVE_TOPOLOGY_PATCH_LIST
	};
	input_assembly_create_info.topology = topology_list[p_render_primitive];
	input_assembly_create_info.primitiveRestartEnable = (p_render_primitive == RENDER_PRIMITIVE_TRIANGLE_STRIPS_WITH_RESTART_INDEX);
	
	VkPipelineTessellationStateCreateInfo tessellation_create_info;
	tessellation_create_info.sType = VK_STRUCTURE_TYPE_PIPELINE_TESSELLATION_STATE_CREATE_INFO;
	tessellation_create_info.pNext = nullptr;
	tessellation_create_info.flags = 0;
	ERR_FAIL_COND_V(limits.maxTessellationPatchSize > 0 && (p_rasterization_state.patch_control_points < 1 || p_rasterization_state.patch_control_points > limits.maxTessellationPatchSize), RID());