### Tested versions

Reproducible in: 4.2.1 - RC1
Not reproducible in: 4.2

### System information

Windows 11 - Godot 4.2 - Compatibility

### Issue description

When using a GPUParticles2D in Godot 4.2.1-RC1 no particles are rendered on screen

### Steps to reproduce

Create a project using 4.2.1-RC1
Set the rending mode to Compatibility.
Create a GPUParticles2D system.
No particles are rendered.

### Minimal reproduction project (MRP)

[ParticlesTest.zip](https://github.com/godotengine/godot/files/13621559/ParticlesTest.zip)
}
void RasterizerCanvasGLES3::canvas_begin(RID p_to_render_target, bool p_to_backbuffer) {
	GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
	GLES3::Config *config = GLES3::Config::get_singleton();
	GLES3::RenderTarget *render_target = texture_storage->get_render_target(p_to_render_target);
	if (p_to_backbuffer) {
		glBindFramebuffer(GL_FRAMEBUFFER, render_target->backbuffer_fbo);
		glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 4);
		GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));
		glBindTexture(GL_TEXTURE_2D, tex->tex_id);
	} else {
		glBindFramebuffer(GL_FRAMEBUFFER, render_target->fbo);
		glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 4);
		glBindTexture(GL_TEXTURE_2D, render_target->backbuffer);
	}
	if (render_target->is_transparent || p_to_backbuffer) {
		state.transparent_render_target = true;
		glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);