### Godot version

4.2.dev 5ee983188de97ae027f9b9c1443438063f708a7e

### System information

Windows 10 - Compatibility renderer 

### Issue description

When running a VR project sky contribution is not working in the compatibility renderer:

![image](https://github.com/godotengine/godot/assets/1945449/7aa19569-95c8-41a2-913b-37b81f4728a7)

It is working fine in normal mode. Can be worked around by setting sky contribution to 0 and providing an ambient color.

### Steps to reproduce

Try any project with a proper sky setup in XR, just switch to compatibility renderer.

### Minimal reproduction project

I'll try and create an MVP soon that can be used without XR hardware, but for now this can be used:
https://github.com/BastiaanOlij/godot_openxr_demo
directional_shadow.light_count = p_count;
	directional_shadow.current_light = 0;
}
static Rect2i _get_directional_shadow_rect(int p_size, int p_shadow_count, int p_shadow_index) {
	int split_h = 1;
	int split_v = 1;
	while (split_h * split_v < p_shadow_count) {
		if (split_h == split_v) {
			split_h <<= 1;
		} else {
			split_v <<= 1;
		}
	}
	Rect2i rect(0, 0, p_size, p_size);
	rect.size.width /= split_h;
	rect.size.height /= split_v;
	rect.position.x = rect.size.width * (p_shadow_index % split_h);
	rect.position.y = rect.size.height * (p_shadow_index / split_h);
	return rect;
}
Rect2i LightStorage::get_directional_shadow_rect() {