### 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
Projection projection = correction * p_render_data->cam_projection;
	
	GLES3::MaterialStorage::store_camera(projection, scene_state.ubo.projection_matrix);
	GLES3::MaterialStorage::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix);
	GLES3::MaterialStorage::store_transform(p_render_data->cam_transform, scene_state.ubo.inv_view_matrix);
	GLES3::MaterialStorage::store_transform(p_render_data->inv_cam_transform, scene_state.ubo.view_matrix);
	scene_state.ubo.camera_visible_layers = p_render_data->camera_visible_layers;
	if (p_render_data->view_count > 1) {
		for (uint32_t v = 0; v < p_render_data->view_count; v++) {
			projection = correction * p_render_data->view_projection[v];
			GLES3::MaterialStorage::store_camera(projection, scene_state.multiview_ubo.projection_matrix_view[v]);
			GLES3::MaterialStorage::store_camera(projection.inverse(), scene_state.multiview_ubo.inv_projection_matrix_view[v]);
			scene_state.multiview_ubo.eye_offset[v][0] = p_render_data->view_eye_offset[v].x;
			scene_state.multiview_ubo.eye_offset[v][1] = p_render_data->view_eye_offset[v].y;
			scene_state.multiview_ubo.eye_offset[v][2] = p_render_data->view_eye_offset[v].z;
			scene_state.multiview_ubo.eye_offset[v][3] = 0.0;
		}
	}
	
	scene_state.ubo.directional_light_count = p_render_data->directional_light_count - p_render_data->directional_shadow_count;
	scene_state.ubo.z_far = p_render_data->z_far;
	scene_state.ubo.z_near = p_render_data->z_near;
	scene_state.ubo.viewport_size[0] = p_screen_size.x;
	scene_state.ubo.viewport_size[1] = p_screen_size.y;
	Size2 screen_pixel_size = Vector2(1.0, 1.0) / Size2(p_screen_size);
	scene_state.ubo.screen_pixel_size[0] = screen_pixel_size.x;
	scene_state.ubo.screen_pixel_size[1] = screen_pixel_size.y;
	scene_state.ubo.shadow_bias = p_shadow_bias;
	scene_state.ubo.pancake_shadows = p_pancake_shadows;