### 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)
String global_defines;
	global_defines += "#define MAX_GLOBAL_SHADER_UNIFORMS 256\n"; 
	global_defines += "#define MAX_LIGHTS " + itos(data.max_lights_per_render) + "\n";
	GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.initialize(global_defines, 1);
	data.canvas_shader_default_version = GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_create();
	state.shadow_texture_size = GLOBAL_GET("rendering/2d/shadow_atlas/size");
	shadow_render.shader.initialize();
	shadow_render.shader_version = shadow_render.shader.version_create();
	{
		default_canvas_group_shader = material_storage->shader_allocate();
		material_storage->shader_initialize(default_canvas_group_shader);
		material_storage->shader_set_code(default_canvas_group_shader, R"(
// Default CanvasGroup shader.
shader_type canvas_item;
render_mode unshaded;
uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
void fragment() {
	vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);
	if (c.a > 0.0001) {
		c.rgb /= c.a;
	}
	COLOR *= c;
}
)");
		default_canvas_group_material = material_storage->material_allocate();
		material_storage->material_initialize(default_canvas_group_material);
		material_storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader);
	}
	{
		default_clip_children_shader = material_storage->shader_allocate();