### 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
return false;
}
RID TextureStorage::canvas_texture_allocate() {
	return canvas_texture_owner.allocate_rid();
}
void TextureStorage::canvas_texture_initialize(RID p_rid) {
	canvas_texture_owner.initialize_rid(p_rid);
}
void TextureStorage::canvas_texture_free(RID p_rid) {
	canvas_texture_owner.free(p_rid);
}
void TextureStorage::canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) {
	CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
	ERR_FAIL_NULL(ct);
	switch (p_channel) {
		case RS::CANVAS_TEXTURE_CHANNEL_DIFFUSE: {
			ct->diffuse = p_texture;
		} break;
		case RS::CANVAS_TEXTURE_CHANNEL_NORMAL: {
			ct->normal_map = p_texture;
		} break;
		case RS::CANVAS_TEXTURE_CHANNEL_SPECULAR: {
			ct->specular = p_texture;
		} break;
	}
}
void TextureStorage::canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_specular_color, float p_shininess) {