Fallback to linear color texture when using 2D HDR and MSDF font #80651
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Fixes: #80646
The issue here came from the fact that, when using HDR rendering, Godot uses the "srgb" variant of the color texture. The srgb-variant ensures that the GPU does an srgb->linear conversion when the texture is read in the shader.
This causes problems when we use the color texture to pass in a texture that does not contain colors (like with MSDF textures). When a texture does not contain colors, we should not do any color space conversions at all.
This PR introduces a flag that can be used to ensure that the normal (non-srgb) texture variant is used.
No need to cherrypick as this relates to a new feature