### Godot version

4.1.1-stable

### System information

Windows 10

### Issue description

this will draw black rect

```gdscript

func _draw():
	draw_rect(Rect2i(Vector2i.ZERO, img.get_size()), Color(1, 1, 1, 1), false)

func _draw():
	draw_rect(Rect2i(Vector2i.ZERO, img.get_size()), Color.WHITE, false)

```

![image](https://github.com/godotengine/godot/assets/53877170/dda910f2-e767-47bf-b3f9-7d194fcc7085)

while this will draw white rect

```gdscript

func _draw():
	draw_rect(Rect2i(Vector2i.ZERO, img.get_size()), Color(0.99, 1, 1, 1), false)

```

while this is weird but making circle draws Color(0.99, 1, 1, 1) makes also the _draw_rect to get fixed!

![image](https://github.com/godotengine/godot/assets/53877170/e84862be-0652-49ee-a5f9-435a234bd354)
 

### Steps to reproduce

use Color.WHITE inside any _draw() function or Color(1, 1, 1, 1) and it will draw black color instead of white color

### Minimal reproduction project

N/A
GLES3::Config *config = GLES3::Config::get_singleton();
	CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
	ERR_FAIL_COND(!cl->shadow.enabled);
	_update_shadow_atlas();
	Vector2 light_dir = p_light_xform.columns[1].normalized();
	Vector2 center = p_clip_rect.get_center();
	float to_edge_distance = ABS(light_dir.dot(p_clip_rect.get_support(light_dir)) - light_dir.dot(center));
	Vector2 from_pos = center - light_dir * (to_edge_distance + p_cull_distance);
	float distance = to_edge_distance * 2.0 + p_cull_distance;
	float half_size = p_clip_rect.size.length() * 0.5; 
	cl->shadow.z_far = distance;
	cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(data.max_lights_per_render * 2);
	Transform2D to_light_xform;
	to_light_xform[2] = from_pos;
	to_light_xform[1] = light_dir;
	to_light_xform[0] = -light_dir.orthogonal();
	to_light_xform.invert();
	glBindFramebuffer(GL_FRAMEBUFFER, state.shadow_fb);
	glViewport(0, p_shadow_index * 2, state.shadow_texture_size, 2);
	glDepthMask(GL_TRUE);