### Godot version

4.2.dev3

### System information

Godot v4.2.dev3 - Arch Linux #0~20230811.g489fabdc SMP PREEMPT_DYNAMIC Sat Aug 12 02:04:20 UT - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 (nvidia; 535.98) - Intel(R) Core(TM) i5-9300H CPU @ 2.40GHz (8 Threads)

### Issue description

After turning on 2d hdr and font msdf at the same time, there is a problem with ui text rendering.

2d hdr off:
![图片](https://github.com/godotengine/godot/assets/52148221/37074fde-a0ce-4d3f-8bfc-dcf3f910cb12)
2d hdr on:
![图片](https://github.com/godotengine/godot/assets/52148221/b858899c-e08f-4bac-b0d6-4385d9a46114)


### Steps to reproduce

1. Open msdf for default font or custom font.
2. Turn on 2d hdr.
3. Add a Label node and enter text, the text rendering is destroyed.

### Minimal reproduction project

N/A
if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) {
		copy_effects->copy_to_rect(rt->color, rt->backbuffer_mipmap0, region, false, false, false, !rt->use_hdr, true);
	} else {
		copy_effects->copy_to_fb_rect(rt->color, rt->backbuffer_fb, region, false, false, false, false, RID(), false, true);
	}
	if (!p_gen_mipmaps) {
		return;
	}
	RD::get_singleton()->draw_command_begin_label("Gaussian Blur Mipmaps");
	
	RID prev_texture = rt->color; 
	Size2i texture_size = rt->size;
	for (int i = 0; i < rt->backbuffer_mipmaps.size(); i++) {
		region.position.x >>= 1;
		region.position.y >>= 1;
		region.size.x = MAX(1, region.size.x >> 1);
		region.size.y = MAX(1, region.size.y >> 1);
		texture_size.x = MAX(1, texture_size.x >> 1);
		texture_size.y = MAX(1, texture_size.y >> 1);
		RID mipmap = rt->backbuffer_mipmaps[i];
		if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) {
			copy_effects->gaussian_blur(prev_texture, mipmap, region, texture_size, !rt->use_hdr);
		} else {
			copy_effects->gaussian_blur_raster(prev_texture, mipmap, region, texture_size);
		}
		prev_texture = mipmap;
	}
	RD::get_singleton()->draw_command_end_label();
}
void TextureStorage::render_target_clear_back_buffer(RID p_render_target, const Rect2i &p_region, const Color &p_color) {