### 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 (draw_sky || draw_sky_fog_only || environment_get_reflection_source(render_data.environment) == RS::ENV_REFLECTION_SOURCE_SKY || environment_get_ambient_source(render_data.environment) == RS::ENV_AMBIENT_SOURCE_SKY) {
			RENDER_TIMESTAMP("Setup Sky");
			Projection projection = render_data.cam_projection;
			if (render_data.reflection_probe.is_valid()) {
				Projection correction;
				correction.columns[1][1] = -1.0;
				projection = correction * render_data.cam_projection;
			}
			sky_energy_multiplier *= bg_energy_multiplier;
			_setup_sky(&render_data, *render_data.lights, projection, render_data.cam_transform, screen_size);
			if (environment_get_sky(render_data.environment).is_valid()) {
				if (environment_get_reflection_source(render_data.environment) == RS::ENV_REFLECTION_SOURCE_SKY || environment_get_ambient_source(render_data.environment) == RS::ENV_AMBIENT_SOURCE_SKY || (environment_get_reflection_source(render_data.environment) == RS::ENV_REFLECTION_SOURCE_BG && environment_get_background(render_data.environment) == RS::ENV_BG_SKY)) {
					_update_sky_radiance(render_data.environment, projection, render_data.cam_transform, sky_energy_multiplier);
				}
			} else {
				
				draw_sky = false;
			}
		}
	}
	GLuint fbo = rb->get_render_fbo();
	glBindFramebuffer(GL_FRAMEBUFFER, fbo);
	glViewport(0, 0, rb->internal_size.x, rb->internal_size.y);
	glCullFace(GL_BACK);
	glEnable(GL_CULL_FACE);
	scene_state.cull_mode = GLES3::SceneShaderData::CULL_BACK;