### 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)

} break;
			case Item::Command::TYPE_MESH:
			case Item::Command::TYPE_MULTIMESH:
			case Item::Command::TYPE_PARTICLES: {
				
				_new_batch(r_batch_broken);
				Color modulate(1, 1, 1, 1);
				state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_ATTRIBUTES;
				if (c->type == Item::Command::TYPE_MESH) {
					const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(c);
					state.canvas_instance_batches[state.current_batch_index].tex = m->texture;
					_update_transform_2d_to_mat2x3(base_transform * draw_transform * m->transform, state.instance_data_array[r_index].world);
					modulate = m->modulate;
				} else if (c->type == Item::Command::TYPE_MULTIMESH) {
					const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(c);
					state.canvas_instance_batches[state.current_batch_index].tex = mm->texture;
					state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_INSTANCED;
				} else if (c->type == Item::Command::TYPE_PARTICLES) {
					GLES3::ParticlesStorage *particles_storage = GLES3::ParticlesStorage::get_singleton();
					GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
					const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(c);
					RID particles = pt->particles;
					state.canvas_instance_batches[state.current_batch_index].tex = pt->texture;
					state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_INSTANCED;
					if (particles_storage->particles_has_collision(particles) && texture_storage->render_target_is_sdf_enabled(p_render_target)) {
						
						Transform2D xform = p_item->final_transform;
						GLuint sdf_texture = texture_storage->render_target_get_sdf_texture(p_render_target);
						Rect2 to_screen;
						{