### 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)
Color col = primitive->colors[j] * base_color;
					state.instance_data_array[r_index].colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
					state.instance_data_array[r_index].colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
				}
				_add_to_batch(r_index, r_batch_broken);
				if (primitive->point_count == 4) {
					
					_update_transform_2d_to_mat2x3(base_transform * draw_transform, state.instance_data_array[r_index].world);
					_prepare_canvas_texture(state.canvas_instance_batches[state.current_batch_index].tex, state.canvas_instance_batches[state.current_batch_index].filter, state.canvas_instance_batches[state.current_batch_index].repeat, r_index, texpixel_size);
					for (uint32_t j = 0; j < 3; j++) {
						int offset = j == 0 ? 0 : 1;
						
						state.instance_data_array[r_index].points[j * 2 + 0] = primitive->points[j + offset].x;
						state.instance_data_array[r_index].points[j * 2 + 1] = primitive->points[j + offset].y;
						state.instance_data_array[r_index].uvs[j * 2 + 0] = primitive->uvs[j + offset].x;
						state.instance_data_array[r_index].uvs[j * 2 + 1] = primitive->uvs[j + offset].y;
						Color col = primitive->colors[j + offset] * base_color;
						state.instance_data_array[r_index].colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
						state.instance_data_array[r_index].colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
					}
					_add_to_batch(r_index, r_batch_broken);
				}
			} break;
			case Item::Command::TYPE_MESH:
			case Item::Command::TYPE_MULTIMESH:
			case Item::Command::TYPE_PARTICLES: {
				
				_new_batch(r_batch_broken);
				Color modulate(1, 1, 1, 1);
				state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_ATTRIBUTES;