### 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
glEnable(GL_BLEND);
				}
				if (pass < int32_t(inst->light_passes.size())) {
					RID light_instance_rid = inst->light_passes[pass].light_instance_rid;
					if (!GLES3::LightStorage::get_singleton()->light_instance_has_shadow_atlas(light_instance_rid, p_render_data->shadow_atlas)) {
						
						continue;
					}
				} else if (pass > 0) {
					uint32_t shadow_id = MAX_DIRECTIONAL_LIGHTS - 1 - (pass - int32_t(inst->light_passes.size()));
					if (inst->lightmap_instance.is_valid() && scene_state.directional_lights[shadow_id].bake_mode == RenderingServer::LIGHT_BAKE_STATIC) {
						
						continue;
					}
				}
			}
			if constexpr (p_pass_mode == PASS_MODE_COLOR || p_pass_mode == PASS_MODE_COLOR_TRANSPARENT) {
				GLES3::SceneShaderData::BlendMode desired_blend_mode;
				if (pass > 0) {
					desired_blend_mode = GLES3::SceneShaderData::BLEND_MODE_ADD;
				} else {
					desired_blend_mode = shader->blend_mode;
				}
				if (desired_blend_mode != scene_state.current_blend_mode) {
					switch (desired_blend_mode) {
						case GLES3::SceneShaderData::BLEND_MODE_MIX: {
							glBlendEquation(GL_FUNC_ADD);
							if (p_render_data->transparent_bg) {
								glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
							} else {