### 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
pixel_data[i * 4 + 3] = 255;
		}
		glGenTextures(1, &texture_atlas.texture);
		glBindTexture(GL_TEXTURE_2D, texture_atlas.texture);
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixel_data);
		GLES3::Utilities::get_singleton()->texture_allocated_data(texture_atlas.texture, 4 * 4 * 4, "Texture atlas (Default)");
	}
	glBindTexture(GL_TEXTURE_2D, 0);
	{
		sdf_shader.shader.initialize();
		sdf_shader.shader_version = sdf_shader.shader.version_create();
	}
#ifdef GLES_OVER_GL
	glEnable(GL_PROGRAM_POINT_SIZE);
#endif
}
TextureStorage::~TextureStorage() {
	singleton = nullptr;
	for (int i = 0; i < DEFAULT_GL_TEXTURE_MAX; i++) {
		texture_free(default_gl_textures[i]);
	}
	if (texture_atlas.texture != 0) {
		GLES3::Utilities::get_singleton()->texture_free_data(texture_atlas.texture);
	}
	texture_atlas.texture = 0;
	glDeleteFramebuffers(1, &texture_atlas.framebuffer);
	texture_atlas.framebuffer = 0;
	sdf_shader.shader.version_free(sdf_shader.shader_version);
}
bool TextureStorage::can_create_resources_async() const {