### Godot version

4.0 beta 17

### System information

Windows 10

### Issue description

Setting the color attribute in ParticleProcessMaterial for GPUParticles2D does not work with compatibility renderer
(works with forward+)

### Steps to reproduce

Set renderer to compatibility
Create a GPUParticles2D
Add ParticleProcessMaterial and set Color attribute (creating a particle shader and setting the `COLOR` is the same)


### Minimal reproduction project

[Particle2DColor.zip](https://github.com/godotengine/godot/files/10678236/Particle2DColor.zip)

if (state.canvas_instance_batches.size() == 0) {
		state.canvas_instance_batches.push_back(Batch());
		return;
	}
	if (r_batch_broken || state.canvas_instance_batches[state.current_batch_index].instance_count == 0) {
		return;
	}
	r_batch_broken = true;
	
	Batch new_batch = state.canvas_instance_batches[state.current_batch_index];
	new_batch.instance_count = 0;
	new_batch.start = state.canvas_instance_batches[state.current_batch_index].start + state.canvas_instance_batches[state.current_batch_index].instance_count;
	new_batch.instance_buffer_index = state.current_instance_buffer_index;
	state.current_batch_index++;
	state.canvas_instance_batches.push_back(new_batch);
}
void RasterizerCanvasGLES3::_enable_attributes(uint32_t p_start, bool p_primitive, uint32_t p_rate) {
	uint32_t split = p_primitive ? 11 : 12;
	for (uint32_t i = 6; i < split; i++) {
		glEnableVertexAttribArray(i);
		glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, sizeof(InstanceData), CAST_INT_TO_UCHAR_PTR(p_start + (i - 6) * 4 * sizeof(float)));
		glVertexAttribDivisor(i, p_rate);
	}
	for (uint32_t i = split; i <= 13; i++) {
		glEnableVertexAttribArray(i);
		glVertexAttribIPointer(i, 4, GL_UNSIGNED_INT, sizeof(InstanceData), CAST_INT_TO_UCHAR_PTR(p_start + (i - 6) * 4 * sizeof(float)));
		glVertexAttribDivisor(i, p_rate);
	}
}
RID RasterizerCanvasGLES3::light_create() {