### 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
singleton = nullptr;
}
void LightStorage::_light_initialize(RID p_light, RS::LightType p_type) {
	Light light;
	light.type = p_type;
	light.param[RS::LIGHT_PARAM_ENERGY] = 1.0;
	light.param[RS::LIGHT_PARAM_INDIRECT_ENERGY] = 1.0;
	light.param[RS::LIGHT_PARAM_VOLUMETRIC_FOG_ENERGY] = 1.0;
	light.param[RS::LIGHT_PARAM_SPECULAR] = 0.5;
	light.param[RS::LIGHT_PARAM_RANGE] = 1.0;
	light.param[RS::LIGHT_PARAM_SIZE] = 0.0;
	light.param[RS::LIGHT_PARAM_ATTENUATION] = 1.0;
	light.param[RS::LIGHT_PARAM_SPOT_ANGLE] = 45;
	light.param[RS::LIGHT_PARAM_SPOT_ATTENUATION] = 1.0;
	light.param[RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE] = 0;
	light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET] = 0.1;
	light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET] = 0.3;
	light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET] = 0.6;
	light.param[RS::LIGHT_PARAM_SHADOW_FADE_START] = 0.8;
	light.param[RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] = 1.0;
	light.param[RS::LIGHT_PARAM_SHADOW_OPACITY] = 1.0;
	light.param[RS::LIGHT_PARAM_SHADOW_BIAS] = 0.02;
	light.param[RS::LIGHT_PARAM_SHADOW_BLUR] = 0;
	light.param[RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE] = 20.0;
	light.param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS] = 0.05;
	light.param[RS::LIGHT_PARAM_INTENSITY] = p_type == RS::LIGHT_DIRECTIONAL ? 100000.0 : 1000.0;
	light_owner.initialize_rid(p_light, light);
}
RID LightStorage::directional_light_allocate() {