### 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 {
				bool mirror = inst->mirror;
				if (p_params->reverse_cull) {
					mirror = !mirror;
				}
				if (cull_mode == GLES3::SceneShaderData::CULL_FRONT && mirror) {
					cull_mode = GLES3::SceneShaderData::CULL_BACK;
				} else if (cull_mode == GLES3::SceneShaderData::CULL_BACK && mirror) {
					cull_mode = GLES3::SceneShaderData::CULL_FRONT;
				}
			}
			if (scene_state.cull_mode != cull_mode) {
				if (cull_mode == GLES3::SceneShaderData::CULL_DISABLED) {
					glDisable(GL_CULL_FACE);
				} else {
					if (scene_state.cull_mode == GLES3::SceneShaderData::CULL_DISABLED) {
						
						glEnable(GL_CULL_FACE);
					}
					glCullFace(cull_mode == GLES3::SceneShaderData::CULL_FRONT ? GL_FRONT : GL_BACK);
				}
				scene_state.cull_mode = cull_mode;
			}
			RS::PrimitiveType primitive = surf->primitive;
			if (shader->uses_point_size) {
				primitive = RS::PRIMITIVE_POINTS;
			}
			static const GLenum prim[5] = { GL_POINTS, GL_LINES, GL_LINE_STRIP, GL_TRIANGLES, GL_TRIANGLE_STRIP };
			GLenum primitive_gl = prim[int(primitive)];
			GLuint vertex_array_gl = 0;