### 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
for (int i = 0; i < call_function->arguments.size(); i++) {
								int argidx = i + 1;
								if (argidx < func->arguments.size()) {
									bool error = false;
									Node *n = func->arguments[argidx];
									ArgumentQualifier arg_qual = call_function->arguments[i].qualifier;
									bool is_out_arg = arg_qual != ArgumentQualifier::ARGUMENT_QUALIFIER_IN;
									if (n->type == Node::TYPE_VARIABLE || n->type == Node::TYPE_ARRAY) {
										StringName varname;
										if (n->type == Node::TYPE_VARIABLE) {
											VariableNode *vn = static_cast<VariableNode *>(n);
											varname = vn->name;
										} else { 
											ArrayNode *an = static_cast<ArrayNode *>(n);
											varname = an->name;
										}
										if (shader->varyings.has(varname)) {
											switch (shader->varyings[varname].stage) {
												case ShaderNode::Varying::STAGE_UNKNOWN: {
													_set_error(vformat(RTR("Varying '%s' must be assigned in the 'vertex' or 'fragment' function first."), varname));
													return nullptr;
												}
												case ShaderNode::Varying::STAGE_VERTEX_TO_FRAGMENT_LIGHT:
													[[fallthrough]];
												case ShaderNode::Varying::STAGE_VERTEX:
													if (is_out_arg && current_function != varying_function_names.vertex) { 
														error = true;
													}
													break;
												case ShaderNode::Varying::STAGE_FRAGMENT_TO_LIGHT: