I have an array of particles that I'd like to draw at once using glDrawArrays, however I would also like to dynamically set the alpha of some particles while using a shader. I came up with a method of using GL_COLOR_ARRAY to send the alpha information per point to the shader. It works fine, however after calling glDisableClientState(GL_COLOR_ARRAY); on certain graphics cards the color array stays active and modifies everything else drawn. For example:

Here is where I draw my particles:
Code :
glBindTexture(GL_TEXTURE_2D, particleTexture);
glColorPointer(4, GL_FLOAT, 0, betweenPartColorArray);
glTexCoordPointer(2, GL_FLOAT, 0,textureCoordsBetweenParticles);
glVertexPointer(3, GL_FLOAT, 0, verticesBetweenParticles);
glDrawArrays(GL_QUADS, 0, numberBetweenPartIndices);
Here is the relevant part of my shader that takes the color array and uses that to change the alpha on individual particles:

Code :
varying vec4 vertex_color;
varying vec4 verpos; // had an error with verpos for whatever reason.  If problems crop check into it
void main(void){
    vertex_color = gl_Color;
    gl_Position = ftransform();
    gl_TexCoord[0] = gl_MultiTexCoord0;
    verpos = gl_ModelViewMatrix*gl_Vertex;
Code :
varying vec4 vertex_color;
uniform sampler2D sceneTex;
void main (void) {
    vec4 finalColor = texture2D(sceneTex, gl_TexCoord[0].xy) ;
    finalColor=clamp(finalColor, 0.0, 1.0);

The problem is (on certain computers) everything drawn after this gets tinted according to the color array even though glDisableClientState(GL_COLOR_ARRAY); is called. If I were to change the red component on the color array, everything drawn after the color array is disabled has a red tint.

Is there a way to make sure GL_COLOR_ARRAY is really disabled besides what I am doing here?
Also, is there a better method to send per vertex information to a shader. I mainly need to the shader to know which vertices I want alpha modified while leaving all of the particles in the array.