### 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_sky->radiance != 0) {
		GLES3::Utilities::get_singleton()->texture_free_data(p_sky->radiance);
		p_sky->radiance = 0;
		GLES3::Utilities::get_singleton()->texture_free_data(p_sky->raw_radiance);
		p_sky->raw_radiance = 0;
		glDeleteFramebuffers(1, &p_sky->radiance_framebuffer);
		p_sky->radiance_framebuffer = 0;
	}
}
RID RasterizerSceneGLES3::sky_allocate() {
	return sky_owner.allocate_rid();
}
void RasterizerSceneGLES3::sky_initialize(RID p_rid) {
	sky_owner.initialize_rid(p_rid);
}
void RasterizerSceneGLES3::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
	Sky *sky = sky_owner.get_or_null(p_sky);
	ERR_FAIL_NULL(sky);
	ERR_FAIL_COND_MSG(p_radiance_size < 32 || p_radiance_size > 2048, "Sky radiance size must be between 32 and 2048");
	if (sky->radiance_size == p_radiance_size) {
		return; 
	}
	sky->radiance_size = p_radiance_size;
	_free_sky_data(sky);
	_invalidate_sky(sky);
}
void RasterizerSceneGLES3::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {