### Godot version

v4.0.beta17.official [c40020513]

### System information

Windows 11, OpenGL (Compatibility), RTX 2060 (31.0.15.2824)

### Issue description

I tried to make a blurred panel for a ui element with texturelod via shader:

```glsl
shader_type canvas_item;

uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap_anisotropic;
uniform float blur_amount : hint_range(0.0, 5.0);

void fragment() {
	vec4 blurred = textureLod(SCREEN_TEXTURE, SCREEN_UV, blur_amount);
	COLOR = blurred;
}
```

but what I got instead is this:
![image](https://user-images.githubusercontent.com/72286622/217170426-49f6712d-47ef-4c53-b9f1-30d8ad868084.png)

vulkan renderer does not exhibit this issue:
![image](https://user-images.githubusercontent.com/72286622/217170565-a013c712-94f6-49d1-b9ec-091c28a7790b.png)


### Steps to reproduce

1. Add a TextureRect node
2. Add a Panel node to overlay the previously added node
3. Apply the blur shader to the panel node

### Minimal reproduction project

N/A
return texture_atlas.texture;
}
void TextureStorage::update_texture_atlas() {
	CopyEffects *copy_effects = CopyEffects::get_singleton();
	ERR_FAIL_NULL(copy_effects);
	if (!texture_atlas.dirty) {
		return; 
	}
	texture_atlas.dirty = false;
	if (texture_atlas.texture != 0) {
		GLES3::Utilities::get_singleton()->texture_free_data(texture_atlas.texture);
		texture_atlas.texture = 0;
		glDeleteFramebuffers(1, &texture_atlas.framebuffer);
		texture_atlas.framebuffer = 0;
	}
	const int border = 2;
	if (texture_atlas.textures.size()) {
		
		Vector<TextureAtlas::SortItem> itemsv;
		itemsv.resize(texture_atlas.textures.size());
		int base_size = 8;
		int idx = 0;
		for (const KeyValue<RID, TextureAtlas::Texture> &E : texture_atlas.textures) {
			TextureAtlas::SortItem &si = itemsv.write[idx];
			Texture *src_tex = get_texture(E.key);
			si.size.width = (src_tex->width / border) + 1;
			si.size.height = (src_tex->height / border) + 1;
			si.pixel_size = Size2i(src_tex->width, src_tex->height);