### Godot version

4.0.beta14

### System information

windows 10, gles 3, nvidia graphics

### Issue description

SCREEN_TEXTURE  was dropped in beta 14. The suggested replacement is to use ```uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmaps;```, but filter_linear_mipmaps is not recognized as a valid shader type hint and a shader using it fails to compile.

### Steps to reproduce

Create a canvas item shader and use the filter_linear_mipmaps type hint with a sampler2D uniform.

### Minimal reproduction project

N/A
{ "usubBorrow", TYPE_UVEC3, { TYPE_UVEC3, TYPE_UVEC3, TYPE_UVEC3, TYPE_VOID }, { "x", "y", "borrow" }, TAG_GLOBAL, true },
	{ "usubBorrow", TYPE_UVEC4, { TYPE_UVEC4, TYPE_UVEC4, TYPE_UVEC4, TYPE_VOID }, { "x", "y", "borrow" }, TAG_GLOBAL, true },
	
	{ "ldexp", TYPE_FLOAT, { TYPE_FLOAT, TYPE_INT, TYPE_VOID }, { "x", "exp" }, TAG_GLOBAL, true },
	{ "ldexp", TYPE_VEC2, { TYPE_VEC2, TYPE_IVEC2, TYPE_VOID }, { "x", "exp" }, TAG_GLOBAL, true },
	{ "ldexp", TYPE_VEC3, { TYPE_VEC3, TYPE_IVEC3, TYPE_VOID }, { "x", "exp" }, TAG_GLOBAL, true },
	{ "ldexp", TYPE_VEC4, { TYPE_VEC4, TYPE_IVEC4, TYPE_VOID }, { "x", "exp" }, TAG_GLOBAL, true },
	
	{ "frexp", TYPE_FLOAT, { TYPE_FLOAT, TYPE_INT, TYPE_VOID }, { "x", "exp" }, TAG_GLOBAL, true },
	{ "frexp", TYPE_VEC2, { TYPE_VEC2, TYPE_IVEC2, TYPE_VOID }, { "x", "exp" }, TAG_GLOBAL, true },
	{ "frexp", TYPE_VEC3, { TYPE_VEC3, TYPE_IVEC3, TYPE_VOID }, { "x", "exp" }, TAG_GLOBAL, true },
	{ "frexp", TYPE_VEC4, { TYPE_VEC4, TYPE_IVEC4, TYPE_VOID }, { "x", "exp" }, TAG_GLOBAL, true },
	{ nullptr, TYPE_VOID, { TYPE_VOID }, { "" }, TAG_GLOBAL, false }
};
const ShaderLanguage::BuiltinFuncOutArgs ShaderLanguage::builtin_func_out_args[] = {
	{ "modf", { 1, -1 } },
	{ "umulExtended", { 2, 3 } },
	{ "imulExtended", { 2, 3 } },
	{ "uaddCarry", { 2, -1 } },
	{ "usubBorrow", { 2, -1 } },
	{ "ldexp", { 1, -1 } },
	{ "frexp", { 1, -1 } },
	{ nullptr, { 0, -1 } }
};
const ShaderLanguage::BuiltinFuncConstArgs ShaderLanguage::builtin_func_const_args[] = {
	{ "textureGather", 2, 0, 3 },
	{ nullptr, 0, 0, 0 }
};
bool ShaderLanguage::is_const_suffix_lut_initialized = false;
bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionInfo &p_function_info, OperatorNode *p_func, DataType *r_ret_type, StringName *r_ret_type_str) {