### Godot version

v4.0.beta17.official [c40020513]

### System information

Windows 11, OpenGL (Compatibility), RTX 2060 (31.0.15.2824)

### Issue description

I tried to make a blurred panel for a ui element with texturelod via shader:

```glsl
shader_type canvas_item;

uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap_anisotropic;
uniform float blur_amount : hint_range(0.0, 5.0);

void fragment() {
	vec4 blurred = textureLod(SCREEN_TEXTURE, SCREEN_UV, blur_amount);
	COLOR = blurred;
}
```

but what I got instead is this:
![image](https://user-images.githubusercontent.com/72286622/217170426-49f6712d-47ef-4c53-b9f1-30d8ad868084.png)

vulkan renderer does not exhibit this issue:
![image](https://user-images.githubusercontent.com/72286622/217170565-a013c712-94f6-49d1-b9ec-091c28a7790b.png)


### Steps to reproduce

1. Add a TextureRect node
2. Add a Panel node to overlay the previously added node
3. Apply the blur shader to the panel node

### Minimal reproduction project

N/A
glBindFramebuffer(GL_FRAMEBUFFER, temp_fb);
	
	CanvasSdfShaderGLES3::ShaderVariant variant = shrink ? CanvasSdfShaderGLES3::MODE_LOAD_SHRINK : CanvasSdfShaderGLES3::MODE_LOAD;
	bool success = sdf_shader.shader.version_bind_shader(sdf_shader.shader_version, variant);
	if (!success) {
		return;
	}
	sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::BASE_SIZE, r.size, sdf_shader.shader_version, variant);
	sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SIZE, size, sdf_shader.shader_version, variant);
	sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::STRIDE, 0, sdf_shader.shader_version, variant);
	sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SHIFT, shift, sdf_shader.shader_version, variant);
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_write);
	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->sdf_texture_process[0], 0);
	glViewport(0, 0, size.width, size.height);
	glEnable(GL_SCISSOR_TEST);
	glScissor(0, 0, size.width, size.height);
	copy_effects->draw_screen_triangle();
	
	int stride = nearest_power_of_2_templated(MAX(size.width, size.height) / 2);
	variant = CanvasSdfShaderGLES3::MODE_PROCESS;
	success = sdf_shader.shader.version_bind_shader(sdf_shader.shader_version, variant);
	if (!success) {
		return;
	}
	sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::BASE_SIZE, r.size, sdf_shader.shader_version, variant);
	sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SIZE, size, sdf_shader.shader_version, variant);
	sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::STRIDE, stride, sdf_shader.shader_version, variant);
	sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SHIFT, shift, sdf_shader.shader_version, variant);
	bool swap = false;