Regression from #71248:

I believe this pull may have caused errors on WebGL since it moves the `GLES_OVER_GL` guard. WebGL does not support texture swizzling per: https://registry.khronos.org/webgl/specs/latest/2.0/#5.19
so this is causing the following trace in Chrome:
```
WebGL: INVALID_ENUM: texParameter: invalid parameter name
```
and it quickly fills up the 256 log limit for the same message in WebGL.

This doesn't appear to be breaking anything asides from causing the numerous log messages.

_Originally posted by @jnlopar in https://github.com/godotengine/godot/issues/71248#issuecomment-1384768973_

CC @rsjtdrjgfuzkfg @clayjohn
texture_atlas.size.width = base_size * border;
		texture_atlas.size.height = nearest_power_of_2_templated(atlas_height * border);
		for (int i = 0; i < item_count; i++) {
			TextureAtlas::Texture *t = texture_atlas.textures.getptr(items[i].texture);
			t->uv_rect.position = items[i].pos * border + Vector2i(border / 2, border / 2);
			t->uv_rect.size = items[i].pixel_size;
			t->uv_rect.position /= Size2(texture_atlas.size);
			t->uv_rect.size /= Size2(texture_atlas.size);
		}
	} else {
		texture_atlas.size.width = 4;
		texture_atlas.size.height = 4;
	}
	{ 
		
		glGenTextures(1, &texture_atlas.texture);
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, texture_atlas.texture);
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, texture_atlas.size.width, texture_atlas.size.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
		glGenFramebuffers(1, &texture_atlas.framebuffer);
		glBindFramebuffer(GL_FRAMEBUFFER, texture_atlas.framebuffer);
		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_atlas.texture, 0);
		GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
		if (status != GL_FRAMEBUFFER_COMPLETE) {