### 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
{ 
			Ref<Image> image = Image::create_empty(4, 4, true, Image::FORMAT_RGBA8);
			image->fill(Color(0, 0, 0, 1));
			image->generate_mipmaps();
			default_gl_textures[DEFAULT_GL_TEXTURE_BLACK] = texture_allocate();
			texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_BLACK], image);
			Vector<Ref<Image>> images;
			for (int i = 0; i < 4; i++) {
				images.push_back(image);
			}
			default_gl_textures[DEFAULT_GL_TEXTURE_3D_BLACK] = texture_allocate();
			texture_3d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_3D_BLACK], image->get_format(), 4, 4, 4, false, images);
			for (int i = 0; i < 2; i++) {
				images.push_back(image);
			}
			default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_BLACK] = texture_allocate();
			texture_2d_layered_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_BLACK], images, RS::TEXTURE_LAYERED_CUBEMAP);
		}
		{ 
			Ref<Image> image = Image::create_empty(4, 4, true, Image::FORMAT_RGBA8);
			image->fill(Color(0, 0, 0, 0));
			image->generate_mipmaps();
			default_gl_textures[DEFAULT_GL_TEXTURE_TRANSPARENT] = texture_allocate();
			texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_TRANSPARENT], image);
		}
		{
			Ref<Image> image = Image::create_empty(4, 4, true, Image::FORMAT_RGBA8);
			image->fill(Color(0.5, 0.5, 1, 1));
			image->generate_mipmaps();
			default_gl_textures[DEFAULT_GL_TEXTURE_NORMAL] = texture_allocate();