Frame accumulation effect?

I have attempted to do it using this setup:

with making sure that I render into these subviewports using these lines of code:

sub_viewport.world_2d = get_world_2d()
sub_viewport_2.world_2d = get_world_2d()

with the following shader settings under the SubViewport2’s ColorRect:

only to be met with this error:

E 0:00:00:837   draw_list_bind_uniform_set: Attempted to use the same texture in framebuffer attachment and a uniform (set: 1, binding: 1), this is not allowed.
  <C++ Error>   Condition "attachable_ptr[i].texture == bound_ptr[j]" is true.
  <C++ Source>  servers/rendering/rendering_device.cpp:4656 @ draw_list_bind_uniform_set()

I have also tried changing the SubViewport2’s ColorRect into a TextureRect, however, in this case nothing really happens, and if I set the texture to the SubViewport1, I also have the same error as mentioned above.

I haven’t been able to figure out how I can solve this problem. Any help would be appreciated.