### 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
_update_dirty_skys();
}
void RasterizerSceneGLES3::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
}
void RasterizerSceneGLES3::decals_set_filter(RS::DecalFilter p_filter) {
}
void RasterizerSceneGLES3::light_projectors_set_filter(RS::LightProjectorFilter p_filter) {
}
RasterizerSceneGLES3::RasterizerSceneGLES3() {
	singleton = this;
	GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
	GLES3::Config *config = GLES3::Config::get_singleton();
	
	use_physical_light_units = GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units");
	positional_soft_shadow_filter_set_quality((RS::ShadowQuality)(int)GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality"));
	directional_soft_shadow_filter_set_quality((RS::ShadowQuality)(int)GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality"));
	{
		
		config->max_renderable_lights = MIN(config->max_renderable_lights, config->max_uniform_buffer_size / (int)sizeof(RasterizerSceneGLES3::LightData));
		config->max_lights_per_object = MIN(config->max_lights_per_object, config->max_renderable_lights);
		uint32_t light_buffer_size = config->max_renderable_lights * sizeof(LightData);
		scene_state.omni_lights = memnew_arr(LightData, config->max_renderable_lights);
		scene_state.omni_light_sort = memnew_arr(InstanceSort<GLES3::LightInstance>, config->max_renderable_lights);
		glGenBuffers(1, &scene_state.omni_light_buffer);
		glBindBuffer(GL_UNIFORM_BUFFER, scene_state.omni_light_buffer);