### 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
} else {
			shader = surf->shader;
			material_data = surf->material;
			mesh_surface = surf->surface;
		}
		if (!mesh_surface) {
			continue;
		}
		
		if (shader->uses_time) {
			should_request_redraw = true;
		}
		if constexpr (p_pass_mode == PASS_MODE_COLOR_TRANSPARENT) {
			if (scene_state.current_depth_test != shader->depth_test) {
				if (shader->depth_test == GLES3::SceneShaderData::DEPTH_TEST_DISABLED) {
					glDisable(GL_DEPTH_TEST);
				} else {
					glEnable(GL_DEPTH_TEST);
				}
				scene_state.current_depth_test = shader->depth_test;
			}
		}
		if constexpr (p_pass_mode != PASS_MODE_SHADOW) {
			if (scene_state.current_depth_draw != shader->depth_draw) {
				switch (shader->depth_draw) {
					case GLES3::SceneShaderData::DEPTH_DRAW_OPAQUE: {
						glDepthMask((p_pass_mode == PASS_MODE_COLOR && !GLES3::Config::get_singleton()->use_depth_prepass) ||
								p_pass_mode == PASS_MODE_DEPTH);
					} break;
					case GLES3::SceneShaderData::DEPTH_DRAW_ALWAYS: {