### Godot version

4.0 beta 17

### System information

Windows 10

### Issue description

MultiMeshInstance2D is not displaying anything in renderer `gl_compatibility` (GLES3)
Works as expected with `forward_plus` 

### Steps to reproduce

Create a project with renderer `gl_compatibility`
Add a MultiMeshInstance2D


### Minimal reproduction project


[Multimeshinstance2d.zip](https://github.com/godotengine/godot/files/10578720/Multimeshinstance2d.zip)

case GLES3::CanvasShaderData::BLEND_MODE_LCD: {
					glBlendEquation(GL_FUNC_ADD);
					if (state.transparent_render_target) {
						glBlendFuncSeparate(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
					} else {
						glBlendFuncSeparate(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_ZERO, GL_ONE);
					}
					Color blend_color = state.canvas_instance_batches[state.current_batch_index].blend_color;
					glBlendColor(blend_color.r, blend_color.g, blend_color.b, blend_color.a);
				} break;
				case GLES3::CanvasShaderData::BLEND_MODE_MIX: {
					glBlendEquation(GL_FUNC_ADD);
					if (state.transparent_render_target) {
						glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
					} else {
						glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
					}
				} break;
				case GLES3::CanvasShaderData::BLEND_MODE_ADD: {
					glBlendEquation(GL_FUNC_ADD);
					if (state.transparent_render_target) {
						glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);
					} else {
						glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
					}
				} break;
				case GLES3::CanvasShaderData::BLEND_MODE_SUB: {
					glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
					if (state.transparent_render_target) {
						glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);