### 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
}
					if (p_render_data->directional_light_count == p_render_data->directional_shadow_count) {
						spec_constants |= SceneShaderGLES3::DISABLE_LIGHT_DIRECTIONAL;
					}
					if (inst->lightmap_instance.is_valid()) {
						spec_constants |= SceneShaderGLES3::USE_LIGHTMAP;
						GLES3::LightmapInstance *li = GLES3::LightStorage::get_singleton()->get_lightmap_instance(inst->lightmap_instance);
						GLES3::Lightmap *lm = GLES3::LightStorage::get_singleton()->get_lightmap(li->lightmap);
						if (lm->uses_spherical_harmonics) {
							spec_constants |= SceneShaderGLES3::USE_SH_LIGHTMAP;
						}
					} else if (inst->lightmap_sh) {
						spec_constants |= SceneShaderGLES3::USE_LIGHTMAP_CAPTURE;
					} else {
						spec_constants |= SceneShaderGLES3::DISABLE_LIGHTMAP;
					}
				} else {
					
					spec_constants &= ~SceneShaderGLES3::USE_RADIANCE_MAP;
					spec_constants |= SceneShaderGLES3::DISABLE_LIGHT_OMNI;
					spec_constants |= SceneShaderGLES3::DISABLE_LIGHT_SPOT;
					spec_constants |= SceneShaderGLES3::DISABLE_LIGHT_DIRECTIONAL;
					spec_constants |= SceneShaderGLES3::DISABLE_LIGHTMAP;
				}
				if (uses_additive_lighting) {
					spec_constants |= SceneShaderGLES3::USE_ADDITIVE_LIGHTING;
					if (pass < int32_t(inst->light_passes.size())) {
						
						if (inst->light_passes[pass].is_omni) {
							spec_constants |= SceneShaderGLES3::ADDITIVE_OMNI;