### 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)

} break;
			case RS::LIGHT_SPOT: {
				if (spot_light_count >= max_lights) {
					continue;
				}
				Transform3D light_transform = light_instance->transform;
				const real_t distance = p_camera_transform.origin.distance_to(light_transform.origin);
				if (light->distance_fade) {
					const float fade_begin = light->distance_fade_begin;
					const float fade_length = light->distance_fade_length;
					if (distance > fade_begin) {
						if (distance > fade_begin + fade_length) {
							
							continue;
						}
					}
				}
				spot_light_sort[spot_light_count].light_instance = light_instance;
				spot_light_sort[spot_light_count].light = light;
				spot_light_sort[spot_light_count].depth = distance;
				spot_light_count++;
			} break;
		}
		light_instance->last_pass = RSG::rasterizer->get_frame_number();
	}
	if (omni_light_count) {
		SortArray<LightInstanceDepthSort> sorter;
		sorter.sort(omni_light_sort, omni_light_count);
	}
	if (spot_light_count) {