### Godot version

4.1.1-stable

### System information

Windows 10

### Issue description

this will draw black rect

```gdscript

func _draw():
	draw_rect(Rect2i(Vector2i.ZERO, img.get_size()), Color(1, 1, 1, 1), false)

func _draw():
	draw_rect(Rect2i(Vector2i.ZERO, img.get_size()), Color.WHITE, false)

```

![image](https://github.com/godotengine/godot/assets/53877170/dda910f2-e767-47bf-b3f9-7d194fcc7085)

while this will draw white rect

```gdscript

func _draw():
	draw_rect(Rect2i(Vector2i.ZERO, img.get_size()), Color(0.99, 1, 1, 1), false)

```

while this is weird but making circle draws Color(0.99, 1, 1, 1) makes also the _draw_rect to get fixed!

![image](https://github.com/godotengine/godot/assets/53877170/e84862be-0652-49ee-a5f9-435a234bd354)
 

### Steps to reproduce

use Color.WHITE inside any _draw() function or Color(1, 1, 1, 1) and it will draw black color instead of white color

### Minimal reproduction project

N/A
oc->sdf_index_buffer = 0;
		oc->sdf_index_count = sdf_indices.size();
		oc->sdf_point_count = p_points.size();
	}
	if (sdf_indices.size()) {
		if (oc->sdf_vertex_array == 0) {
			oc->sdf_index_count = sdf_indices.size();
			oc->sdf_point_count = p_points.size();
			glGenVertexArrays(1, &oc->sdf_vertex_array);
			glBindVertexArray(oc->sdf_vertex_array);
			glGenBuffers(1, &oc->sdf_vertex_buffer);
			glBindBuffer(GL_ARRAY_BUFFER, oc->sdf_vertex_buffer);
			GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_ARRAY_BUFFER, oc->sdf_vertex_buffer, oc->sdf_point_count * 2 * sizeof(float), p_points.to_byte_array().ptr(), GL_STATIC_DRAW, "Occluder polygon SDF vertex buffer");
			glEnableVertexAttribArray(RS::ARRAY_VERTEX);
			glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), nullptr);
			glGenBuffers(1, &oc->sdf_index_buffer);
			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oc->sdf_index_buffer);
			GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_ELEMENT_ARRAY_BUFFER, oc->sdf_index_buffer, oc->sdf_index_count * sizeof(uint32_t), sdf_indices.to_byte_array().ptr(), GL_STATIC_DRAW, "Occluder polygon SDF index buffer");
			glBindVertexArray(0);
		} else {
			glBindBuffer(GL_ARRAY_BUFFER, oc->sdf_vertex_buffer);
			glBufferData(GL_ARRAY_BUFFER, p_points.size() * 2 * sizeof(float), p_points.to_byte_array().ptr(), GL_STATIC_DRAW);
			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oc->sdf_index_buffer);
			glBufferData(GL_ELEMENT_ARRAY_BUFFER, sdf_indices.size() * sizeof(uint32_t), sdf_indices.to_byte_array().ptr(), GL_STATIC_DRAW);
			glBindBuffer(GL_ARRAY_BUFFER, 0);
			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
		}
	}
}
void RasterizerCanvasGLES3::occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) {