### 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
* The bitwise operators and (&), exclusive-or (^), and inclusive-or (|). The operands must be of type
			 * signed or unsigned integers or integer vectors. The operands cannot be vectors of differing size. If
			 * one operand is a scalar and the other a vector, the scalar is applied component-wise to the vector,
			 * resulting in the same type as the vector. The fundamental types of the operands (signed or unsigned)
			 * must match.
			 */
			int sa = 0;
			int sb = 0;
			if (!p_op->arguments[0]->is_indexed()) {
				sa = p_op->arguments[0]->get_array_size();
			}
			if (!p_op->arguments[1]->is_indexed()) {
				sb = p_op->arguments[1]->get_array_size();
			}
			if (sa > 0 || sb > 0) {
				break; 
			}
			DataType na = p_op->arguments[0]->get_datatype();
			DataType nb = p_op->arguments[1]->get_datatype();
			if (na > nb && p_op->op >= OP_BIT_AND) {
				
				SWAP(na, nb);
			}
			if (na == TYPE_INT && nb == TYPE_INT) {
				valid = true;
				ret_type = TYPE_INT;
			} else if (na == TYPE_IVEC2 && nb == TYPE_INT) {
				valid = true;
				ret_type = TYPE_IVEC2;
			} else if (na == TYPE_IVEC3 && nb == TYPE_INT) {