### 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
instance = instance->next;
				continue;
			}
			Transform2D modelview = p_light_xform * instance->xform_cache;
			shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW1, modelview.columns[0][0], modelview.columns[1][0], 0, modelview.columns[2][0], shadow_render.shader_version, variant);
			shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW2, modelview.columns[0][1], modelview.columns[1][1], 0, modelview.columns[2][1], shadow_render.shader_version, variant);
			if (co->cull_mode != cull_mode) {
				if (co->cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED) {
					glDisable(GL_CULL_FACE);
				} else {
					if (cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED) {
						
						glEnable(GL_CULL_FACE);
					}
					glCullFace(co->cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE ? GL_FRONT : GL_BACK);
				}
				cull_mode = co->cull_mode;
			}
			glBindVertexArray(co->vertex_array);
			glDrawElements(GL_TRIANGLES, 3 * co->line_point_count, GL_UNSIGNED_SHORT, 0);
			instance = instance->next;
		}
	}
	glBindVertexArray(0);
	glBindFramebuffer(GL_FRAMEBUFFER, 0);
	glDepthMask(GL_FALSE);
	glDisable(GL_DEPTH_TEST);
	glDisable(GL_SCISSOR_TEST);
}
void RasterizerCanvasGLES3::light_update_directional_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_cull_distance, const Rect2 &p_clip_rect, LightOccluderInstance *p_occluders) {