### 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
}
	String global_defines;
	global_defines += "#define MAX_GLOBAL_SHADER_UNIFORMS 256\n"; 
	global_defines += "#define MAX_LIGHTS " + itos(data.max_lights_per_render) + "\n";
	GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.initialize(global_defines, 1);
	data.canvas_shader_default_version = GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_create();
	shadow_render.shader.initialize();
	shadow_render.shader_version = shadow_render.shader.version_create();
	{
		default_canvas_group_shader = material_storage->shader_allocate();
		material_storage->shader_initialize(default_canvas_group_shader);
		material_storage->shader_set_code(default_canvas_group_shader, R"(
// Default CanvasGroup shader.
shader_type canvas_item;
render_mode unshaded;
uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
void fragment() {
	vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);
	if (c.a > 0.0001) {
		c.rgb /= c.a;
	}
	COLOR *= c;
}
)");
		default_canvas_group_material = material_storage->material_allocate();
		material_storage->material_initialize(default_canvas_group_material);
		material_storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader);
	}
	{
		default_clip_children_shader = material_storage->shader_allocate();