### Godot version

v4.0.3.stable.arch_linux

### System information

Arch linux  - OpenGL API 4.2 (Core Profile) Mesa 21.3.9 Amber - Compatibility - Using Device: Intel Open Source Technology Center - Mesa DRI Intel(R) HD Graphics 2500 (IVB GT1)

### Issue description

I wrote a simple colorize shader:
```
uniform sampler2D color_map;
void fragment()
{
	vec2 uv = COLOR.rg;
	COLOR.rgb = texture(color_map, uv).rgb;
}
```
![20230614_21h26m15s_grim](https://github.com/godotengine/godot/assets/68549456/636c00f8-09e3-4be4-9784-787a3c35ae63)

But when I change the uniform parameter in the editor, it turned into this
![20230614_21h07m45s_grim](https://github.com/godotengine/godot/assets/68549456/0ac2430d-33f5-4c4a-8cd0-bd2f76b575cf)

However, this issue does not appear on Vulkan renderer (Foward+ and Mobile) 

### Steps to reproduce

Change value in the gradient in the shader parameter.

### Minimal reproduction project

[shader-bug.zip](https://github.com/godotengine/godot/files/11746761/shader-bug.zip)

ERR_FAIL_COND_V(image->is_empty(), Ref<Image>());
	if (texture->format != texture->real_format) {
		image->convert(texture->format);
	}
#else
	Vector<uint8_t> data;
	
	int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, Image::FORMAT_RGBA8, false);
	data.resize(data_size * 2); 
	uint8_t *w = data.ptrw();
	GLuint temp_framebuffer;
	glGenFramebuffers(1, &temp_framebuffer);
	GLuint temp_color_texture;
	glGenTextures(1, &temp_color_texture);
	glBindFramebuffer(GL_FRAMEBUFFER, temp_framebuffer);
	glBindTexture(GL_TEXTURE_2D, temp_color_texture);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->alloc_width, texture->alloc_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, temp_color_texture, 0);
	glDepthMask(GL_FALSE);
	glDisable(GL_DEPTH_TEST);
	glDisable(GL_CULL_FACE);
	glDisable(GL_BLEND);
	glDepthFunc(GL_LEQUAL);
	glColorMask(1, 1, 1, 1);
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, texture->tex_id);
	glViewport(0, 0, texture->alloc_width, texture->alloc_height);
	glClearColor(0.0, 0.0, 0.0, 0.0);