### 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
return (p_type == TK_OP_ASSIGN ||
			p_type == TK_OP_ASSIGN_ADD ||
			p_type == TK_OP_ASSIGN_SUB ||
			p_type == TK_OP_ASSIGN_MUL ||
			p_type == TK_OP_ASSIGN_DIV ||
			p_type == TK_OP_ASSIGN_MOD ||
			p_type == TK_OP_ASSIGN_SHIFT_LEFT ||
			p_type == TK_OP_ASSIGN_SHIFT_RIGHT ||
			p_type == TK_OP_ASSIGN_BIT_AND ||
			p_type == TK_OP_ASSIGN_BIT_OR ||
			p_type == TK_OP_ASSIGN_BIT_XOR);
}
bool ShaderLanguage::is_token_hint(TokenType p_type) {
	return int(p_type) > int(TK_RENDER_MODE) && int(p_type) < int(TK_SHADER_TYPE);
}
bool ShaderLanguage::convert_constant(ConstantNode *p_constant, DataType p_to_type, ConstantNode::Value *p_value) {
	if (p_constant->datatype == p_to_type) {
		if (p_value) {
			for (int i = 0; i < p_constant->values.size(); i++) {
				p_value[i] = p_constant->values[i];
			}
		}
		return true;
	} else if (p_constant->datatype == TYPE_INT && p_to_type == TYPE_FLOAT) {
		if (p_value) {
			p_value->real = p_constant->values[0].sint;
		}