### 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)
CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
	ERR_FAIL_NULL(cl);
	cl->shadow.enabled = p_enable;
}
void RasterizerCanvasGLES3::light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) {
	GLES3::Config *config = GLES3::Config::get_singleton();
	CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
	ERR_FAIL_COND(!cl->shadow.enabled);
	_update_shadow_atlas();
	cl->shadow.z_far = p_far;
	cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(data.max_lights_per_render * 2);
	glBindFramebuffer(GL_FRAMEBUFFER, state.shadow_fb);
	glViewport(0, p_shadow_index * 2, state.shadow_texture_size, 2);
	glDepthMask(GL_TRUE);
	glEnable(GL_DEPTH_TEST);
	glDepthFunc(GL_LESS);
	glDisable(GL_BLEND);
	glEnable(GL_SCISSOR_TEST);
	glScissor(0, p_shadow_index * 2, state.shadow_texture_size, 2);
	glClearColor(p_far, p_far, p_far, 1.0);
	RasterizerGLES3::clear_depth(1.0);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glCullFace(GL_BACK);
	glDisable(GL_CULL_FACE);