### 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)

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	GLES3::Utilities::get_singleton()->texture_allocated_data(rt->sdf_texture_read, rt->process_size.width * rt->process_size.height * 4, "SDF texture (read)");
}
void TextureStorage::_render_target_clear_sdf(RenderTarget *rt) {
	if (rt->sdf_texture_write_fb != 0) {
		GLES3::Utilities::get_singleton()->texture_free_data(rt->sdf_texture_read);
		GLES3::Utilities::get_singleton()->texture_free_data(rt->sdf_texture_write);
		GLES3::Utilities::get_singleton()->texture_free_data(rt->sdf_texture_process[0]);
		GLES3::Utilities::get_singleton()->texture_free_data(rt->sdf_texture_process[1]);
		glDeleteFramebuffers(1, &rt->sdf_texture_write_fb);
		rt->sdf_texture_read = 0;
		rt->sdf_texture_write = 0;
		rt->sdf_texture_process[0] = 0;
		rt->sdf_texture_process[1] = 0;
		rt->sdf_texture_write_fb = 0;
	}
}
GLuint TextureStorage::render_target_get_sdf_framebuffer(RID p_render_target) {
	RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
	ERR_FAIL_COND_V(!rt, 0);
	if (rt->sdf_texture_write_fb == 0) {
		_render_target_allocate_sdf(rt);
	}
	return rt->sdf_texture_write_fb;
}
void TextureStorage::render_target_sdf_process(RID p_render_target) {