### 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)
}
		light_count = index;
		directional_light_count = light_count;
		state.using_directional_lights = directional_light_count > 0;
	}
	
	{
		Light *l = p_light_list;
		uint32_t index = light_count;
		while (l) {
			if (index == data.max_lights_per_render) {
				l->render_index_cache = -1;
				l = l->next_ptr;
				continue;
			}
			CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal);
			if (!clight) { 
				l->render_index_cache = -1;
				l = l->next_ptr;
				ERR_CONTINUE(!clight);
			}
			Vector2 canvas_light_pos = p_canvas_transform.xform(l->xform.get_origin()); 
			state.light_uniforms[index].position[0] = canvas_light_pos.x;
			state.light_uniforms[index].position[1] = canvas_light_pos.y;
			_update_transform_2d_to_mat2x4(l->light_shader_xform.affine_inverse(), state.light_uniforms[index].matrix);
			_update_transform_2d_to_mat2x4(l->xform_cache.affine_inverse(), state.light_uniforms[index].shadow_matrix);
			state.light_uniforms[index].height = l->height * (p_canvas_transform.columns[0].length() + p_canvas_transform.columns[1].length()) * 0.5; 
			for (int i = 0; i < 4; i++) {
				state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
				state.light_uniforms[index].color[i] = l->color[i];