### 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
}
void LightStorage::update_directional_shadow_atlas() {
	if (directional_shadow.depth == 0 && directional_shadow.size > 0) {
		glGenFramebuffers(1, &directional_shadow.fbo);
		glBindFramebuffer(GL_FRAMEBUFFER, directional_shadow.fbo);
		glGenTextures(1, &directional_shadow.depth);
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, directional_shadow.depth);
		GLenum format = directional_shadow.use_16_bits ? GL_DEPTH_COMPONENT16 : GL_DEPTH_COMPONENT24;
		GLenum type = directional_shadow.use_16_bits ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
		glTexImage2D(GL_TEXTURE_2D, 0, format, directional_shadow.size, directional_shadow.size, 0, GL_DEPTH_COMPONENT, type, nullptr);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, directional_shadow.depth, 0);
	}
	glDepthMask(GL_TRUE);
	glBindFramebuffer(GL_FRAMEBUFFER, directional_shadow.fbo);
	RasterizerGLES3::clear_depth(1.0);
	glClear(GL_DEPTH_BUFFER_BIT);
	glBindTexture(GL_TEXTURE_2D, 0);
	glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void LightStorage::directional_shadow_atlas_set_size(int p_size, bool p_16_bits) {