### 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)

for (int l = 0; l < count; l++) {
			texture_size_bytes += width * height * 4;
			glTexImage2D(GL_TEXTURE_2D, l, rt->color_internal_format, width, height, 0, rt->color_format, rt->color_type, nullptr);
			width = MAX(1, (width / 2));
			height = MAX(1, (height / 2));
		}
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, count - 1);
		glGenFramebuffers(1, &rt->backbuffer_fbo);
		glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo);
		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->backbuffer, 0);
		GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
		if (status != GL_FRAMEBUFFER_COMPLETE) {
			WARN_PRINT_ONCE("Cannot allocate mipmaps for canvas screen blur. Status: " + get_framebuffer_error(status));
			glBindFramebuffer(GL_FRAMEBUFFER, system_fbo);
			return;
		}
		GLES3::Utilities::get_singleton()->texture_allocated_data(rt->backbuffer, texture_size_bytes, "Render target backbuffer color texture");
		
		for (int j = 0; j < count; j++) {
			glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->backbuffer, j);
			glClearColor(1.0, 0.0, 1.0, 1.0);
			glClear(GL_COLOR_BUFFER_BIT);
		}
		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->backbuffer, 0);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_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);
	}