### 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)
oc->sdf_index_buffer = 0;
		oc->sdf_index_count = sdf_indices.size();
		oc->sdf_point_count = p_points.size();
	}
	if (sdf_indices.size()) {
		if (oc->sdf_vertex_array == 0) {
			oc->sdf_index_count = sdf_indices.size();
			oc->sdf_point_count = p_points.size();
			glGenVertexArrays(1, &oc->sdf_vertex_array);
			glBindVertexArray(oc->sdf_vertex_array);
			glGenBuffers(1, &oc->sdf_vertex_buffer);
			glBindBuffer(GL_ARRAY_BUFFER, oc->sdf_vertex_buffer);
			GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_ARRAY_BUFFER, oc->sdf_vertex_buffer, oc->sdf_point_count * 2 * sizeof(float), p_points.to_byte_array().ptr(), GL_STATIC_DRAW, "Occluder polygon SDF vertex buffer");
			glEnableVertexAttribArray(RS::ARRAY_VERTEX);
			glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), nullptr);
			glGenBuffers(1, &oc->sdf_index_buffer);
			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oc->sdf_index_buffer);
			GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_ELEMENT_ARRAY_BUFFER, oc->sdf_index_buffer, oc->sdf_index_count * sizeof(uint32_t), sdf_indices.to_byte_array().ptr(), GL_STATIC_DRAW, "Occluder polygon SDF index buffer");
			glBindVertexArray(0);
		} else {
			glBindBuffer(GL_ARRAY_BUFFER, oc->sdf_vertex_buffer);
			glBufferData(GL_ARRAY_BUFFER, p_points.size() * 2 * sizeof(float), p_points.to_byte_array().ptr(), GL_STATIC_DRAW);
			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oc->sdf_index_buffer);
			glBufferData(GL_ELEMENT_ARRAY_BUFFER, sdf_indices.size() * sizeof(uint32_t), sdf_indices.to_byte_array().ptr(), GL_STATIC_DRAW);
			glBindBuffer(GL_ARRAY_BUFFER, 0);
			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
		}
	}
}
void RasterizerCanvasGLES3::occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) {