### 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)

Texture *texture;
		bool use_multiview = rt->view_count > 1 && config->multiview_supported;
		GLenum texture_target = use_multiview ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D;
		
		glGenFramebuffers(1, &rt->fbo);
		glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
		
		if (rt->overridden.color.is_valid()) {
			texture = get_texture(rt->overridden.color);
			ERR_FAIL_COND(!texture);
			rt->color = texture->tex_id;
			rt->size = Size2i(texture->width, texture->height);
		} else {
			texture = get_texture(rt->texture);
			ERR_FAIL_COND(!texture);
			glGenTextures(1, &rt->color);
			glBindTexture(texture_target, rt->color);
			if (use_multiview) {
				glTexImage3D(texture_target, 0, rt->color_internal_format, rt->size.x, rt->size.y, rt->view_count, 0, rt->color_format, rt->color_type, nullptr);
			} else {
				glTexImage2D(texture_target, 0, rt->color_internal_format, rt->size.x, rt->size.y, 0, rt->color_format, rt->color_type, nullptr);
			}
			texture->gl_set_filter(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST);
			texture->gl_set_repeat(RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
			GLES3::Utilities::get_singleton()->texture_allocated_data(rt->color, rt->size.x * rt->size.y * rt->view_count * 4, "Render target color texture");
		}
#ifndef IOS_ENABLED
		if (use_multiview) {
			glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, rt->color, 0, 0, rt->view_count);
		} else {