### 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
}
		render_data.z_near = p_camera_data->main_projection.get_z_near();
		render_data.z_far = p_camera_data->main_projection.get_z_far();
		render_data.instances = &p_instances;
		render_data.lights = &p_lights;
		render_data.reflection_probes = &p_reflection_probes;
		render_data.environment = p_environment;
		render_data.camera_attributes = p_camera_attributes;
		render_data.shadow_atlas = p_shadow_atlas;
		render_data.reflection_probe = p_reflection_probe;
		render_data.reflection_probe_pass = p_reflection_probe_pass;
		
		render_data.lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
		if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
			render_data.screen_mesh_lod_threshold = 0.0;
		} else {
			render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
		}
		render_data.render_info = r_render_info;
		render_data.render_shadows = p_render_shadows;
		render_data.render_shadow_count = p_render_shadow_count;
	}
	PagedArray<RID> empty;
	if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
		render_data.lights = &empty;
		render_data.reflection_probes = &empty;
	}
	bool reverse_cull = render_data.cam_transform.basis.determinant() < 0;