### 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
p_size = nearest_power_of_2_templated(p_size);
	if (directional_shadow.size == p_size && directional_shadow.use_16_bits == p_16_bits) {
		return;
	}
	directional_shadow.size = p_size;
	directional_shadow.use_16_bits = p_16_bits;
	if (directional_shadow.depth != 0) {
		glDeleteTextures(1, &directional_shadow.depth);
		directional_shadow.depth = 0;
		glDeleteFramebuffers(1, &directional_shadow.fbo);
		directional_shadow.fbo = 0;
	}
}
void LightStorage::set_directional_shadow_count(int p_count) {