### 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
t->uv_rect.size = items[i].pixel_size;
			t->uv_rect.position /= Size2(texture_atlas.size);
			t->uv_rect.size /= Size2(texture_atlas.size);
		}
	} else {
		texture_atlas.size.width = 4;
		texture_atlas.size.height = 4;
	}
	{ 
		
		glGenTextures(1, &texture_atlas.texture);
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, texture_atlas.texture);
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, texture_atlas.size.width, texture_atlas.size.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
		GLES3::Utilities::get_singleton()->texture_allocated_data(texture_atlas.texture, texture_atlas.size.width * texture_atlas.size.height * 4, "Texture atlas");
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
		glGenFramebuffers(1, &texture_atlas.framebuffer);
		glBindFramebuffer(GL_FRAMEBUFFER, texture_atlas.framebuffer);
		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_atlas.texture, 0);
		GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
		if (status != GL_FRAMEBUFFER_COMPLETE) {
			glDeleteFramebuffers(1, &texture_atlas.framebuffer);
			texture_atlas.framebuffer = 0;
			GLES3::Utilities::get_singleton()->texture_free_data(texture_atlas.texture);
			texture_atlas.texture = 0;