### 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
int uniforms = 0;
	int instance_index = 0;
#ifdef DEBUG_ENABLED
	uint64_t uniform_buffer_size = 0;
	uint64_t max_uniform_buffer_size = 0;
	int uniform_buffer_exceeded_line = -1;
	bool check_device_limit_warnings = false;
	{
		RenderingDevice *device = RenderingDevice::get_singleton();
		if (device != nullptr) {
			check_device_limit_warnings = check_warnings && HAS_WARNING(ShaderWarning::DEVICE_LIMIT_EXCEEDED_FLAG);
			max_uniform_buffer_size = device->limit_get(RenderingDevice::LIMIT_MAX_UNIFORM_BUFFER_SIZE);
		}
	}
#endif 
	ShaderNode::Uniform::Scope uniform_scope = ShaderNode::Uniform::SCOPE_LOCAL;
	stages = &p_functions;
	const FunctionInfo &constants = p_functions.has("constants") ? p_functions["constants"] : FunctionInfo();
	HashMap<String, String> defined_modes;
	while (tk.type != TK_EOF) {
		switch (tk.type) {
			case TK_RENDER_MODE: {
				while (true) {
					StringName mode;
					_get_completable_identifier(nullptr, COMPLETION_RENDER_MODE, mode);
					if (mode == StringName()) {
						_set_error(RTR("Expected an identifier for render mode."));
						return ERR_PARSE_ERROR;
					}
					const String smode = String(mode);