### 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
glDeleteFramebuffers(1, &shadow_atlas->quadrants[p_quadrant].fbos[j]);
	}
	shadow_atlas->quadrants[p_quadrant].textures.clear();
	shadow_atlas->quadrants[p_quadrant].fbos.clear();
	shadow_atlas->quadrants[p_quadrant].shadows.clear();
	shadow_atlas->quadrants[p_quadrant].shadows.resize(subdiv * subdiv);
	shadow_atlas->quadrants[p_quadrant].subdivision = subdiv;
	
	shadow_atlas->smallest_subdiv = 1 << 30;
	for (int i = 0; i < 4; i++) {
		if (shadow_atlas->quadrants[i].subdivision) {
			shadow_atlas->smallest_subdiv = MIN(shadow_atlas->smallest_subdiv, shadow_atlas->quadrants[i].subdivision);
		}
	}
	if (shadow_atlas->smallest_subdiv == 1 << 30) {
		shadow_atlas->smallest_subdiv = 0;
	}
	
	int swaps = 0;
	do {
		swaps = 0;
		for (int i = 0; i < 3; i++) {
			if (shadow_atlas->quadrants[shadow_atlas->size_order[i]].subdivision < shadow_atlas->quadrants[shadow_atlas->size_order[i + 1]].subdivision) {
				SWAP(shadow_atlas->size_order[i], shadow_atlas->size_order[i + 1]);
				swaps++;
			}
		}
	} while (swaps > 0);
}
bool LightStorage::shadow_atlas_update_light(RID p_atlas, RID p_light_instance, float p_coverage, uint64_t p_light_version) {