### Godot version

v4.0.3.stable.arch_linux

### System information

Arch linux  - OpenGL API 4.2 (Core Profile) Mesa 21.3.9 Amber - Compatibility - Using Device: Intel Open Source Technology Center - Mesa DRI Intel(R) HD Graphics 2500 (IVB GT1)

### Issue description

I wrote a simple colorize shader:
```
uniform sampler2D color_map;
void fragment()
{
	vec2 uv = COLOR.rg;
	COLOR.rgb = texture(color_map, uv).rgb;
}
```
![20230614_21h26m15s_grim](https://github.com/godotengine/godot/assets/68549456/636c00f8-09e3-4be4-9784-787a3c35ae63)

But when I change the uniform parameter in the editor, it turned into this
![20230614_21h07m45s_grim](https://github.com/godotengine/godot/assets/68549456/0ac2430d-33f5-4c4a-8cd0-bd2f76b575cf)

However, this issue does not appear on Vulkan renderer (Foward+ and Mobile) 

### Steps to reproduce

Change value in the gradient in the shader parameter.

### Minimal reproduction project

[shader-bug.zip](https://github.com/godotengine/godot/files/11746761/shader-bug.zip)

{ 
			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();