### 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
}
#ifndef IOS_ENABLED
		if (use_multiview) {
			glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, rt->depth, 0, 0, rt->view_count);
		} else {
#else
		{
#endif
			glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
		}
		GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
		if (status != GL_FRAMEBUFFER_COMPLETE) {
			glDeleteFramebuffers(1, &rt->fbo);
			if (rt->overridden.color.is_null()) {
				GLES3::Utilities::get_singleton()->texture_free_data(rt->color);
			}
			if (rt->overridden.depth.is_null()) {
				GLES3::Utilities::get_singleton()->texture_free_data(rt->depth);
			}
			rt->fbo = 0;
			rt->size.x = 0;
			rt->size.y = 0;
			rt->color = 0;
			rt->depth = 0;
			if (rt->overridden.color.is_null()) {
				texture->tex_id = 0;
				texture->active = false;
			}
			WARN_PRINT("Could not create render target, status: " + get_framebuffer_error(status));
			return;