### Tested versions

Reproductible in 4.2 stable
Not reproductible in 4.1.3 stable

### System information

Godot v4.2.stable - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 650 Ti (NVIDIA; 30.0.14.7444) - AMD Ryzen 5 3600 6-Core Processor (12 Threads)

### Issue description

Reflection probes simply don't work on Vulkan mobile and Compatibility renderer.
Godot 4.1.3:
![image](https://github.com/godotengine/godot/assets/25274301/80ccb23c-8986-4662-a5e6-9846c361febe)
Godot 4.2:
![image](https://github.com/godotengine/godot/assets/25274301/f0fd93b0-a912-4f14-aa24-0cf6353c4484)

### Steps to reproduce

1. Create a sphere with a metallic material with low roughness.
2. Create some geometry to reflect off of the sphere
3. Add a reflection probe to the scene

### Minimal reproduction project (MRP)

[ReflectionProbes.zip](https://github.com/godotengine/godot/files/13592653/ReflectionProbes.zip)

}
			light_data.transmittance_bias = light->param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS];
			Vector2i omni_offset;
			Rect2 rect = light_instance_get_shadow_atlas_rect(light_instance->self, p_shadow_atlas, omni_offset);
			light_data.atlas_rect[0] = rect.position.x;
			light_data.atlas_rect[1] = rect.position.y;
			light_data.atlas_rect[2] = rect.size.width;
			light_data.atlas_rect[3] = rect.size.height;
			light_data.soft_shadow_scale = light->param[RS::LIGHT_PARAM_SHADOW_BLUR];
			if (type == RS::LIGHT_OMNI) {
				Transform3D proj = (inverse_transform * light_transform).inverse();
				RendererRD::MaterialStorage::store_transform(proj, light_data.shadow_matrix);
				if (size > 0.0 && light_data.soft_shadow_scale > 0.0) {
					
					
					light_data.soft_shadow_size = size;
				} else {
					light_data.soft_shadow_size = 0.0;
					light_data.soft_shadow_scale *= RendererSceneRenderRD::get_singleton()->shadows_quality_radius_get(); 
				}
				light_data.direction[0] = omni_offset.x * float(rect.size.width);
				light_data.direction[1] = omni_offset.y * float(rect.size.height);
			} else if (type == RS::LIGHT_SPOT) {
				Transform3D modelview = (inverse_transform * light_transform).inverse();
				Projection bias;
				bias.set_light_bias();
				Projection cm = light_instance->shadow_transform[0].camera;
				Projection shadow_mtx = bias * cm * modelview;
				RendererRD::MaterialStorage::store_camera(shadow_mtx, light_data.shadow_matrix);
				if (size > 0.0 && light_data.soft_shadow_scale > 0.0) {