### 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.
attachment_lcd.alpha_blend_op = RD::BLEND_OP_ADD;
		attachment_lcd.color_blend_op = RD::BLEND_OP_ADD;
		attachment_lcd.src_color_blend_factor = RD::BLEND_FACTOR_CONSTANT_COLOR;
		attachment_lcd.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_COLOR;
		attachment_lcd.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
		attachment_lcd.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
		RD::PipelineColorBlendState blend_state_lcd;
		blend_state_lcd.attachments.push_back(attachment_lcd);
		for (int i = 0; i < PIPELINE_LIGHT_MODE_MAX; i++) {
			for (int j = 0; j < PIPELINE_VARIANT_MAX; j++) {
				RD::RenderPrimitive primitive[PIPELINE_VARIANT_MAX] = {
					RD::RENDER_PRIMITIVE_TRIANGLES,
					RD::RENDER_PRIMITIVE_TRIANGLES,
					RD::RENDER_PRIMITIVE_TRIANGLES,
					RD::RENDER_PRIMITIVE_LINES,
					RD::RENDER_PRIMITIVE_POINTS,
					RD::RENDER_PRIMITIVE_TRIANGLES,
					RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
					RD::RENDER_PRIMITIVE_LINES,
					RD::RENDER_PRIMITIVE_LINESTRIPS,
					RD::RENDER_PRIMITIVE_POINTS,
					RD::RENDER_PRIMITIVE_TRIANGLES,
				};
				ShaderVariant shader_variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX] = {
					{
							
							SHADER_VARIANT_QUAD,
							SHADER_VARIANT_NINEPATCH,
							SHADER_VARIANT_PRIMITIVE,
							SHADER_VARIANT_PRIMITIVE,