### 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
light_data.bake_mode = light_storage->light_get_bake_mode(base);
		float radius = MAX(0.001, light_storage->light_get_param(base, RS::LIGHT_PARAM_RANGE));
		light_data.inv_radius = 1.0 / radius;
		Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, -1))).normalized();
		light_data.direction[0] = direction.x;
		light_data.direction[1] = direction.y;
		light_data.direction[2] = direction.z;
		float size = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
		light_data.size = size;
		float sign = light_storage->light_is_negative(base) ? -1 : 1;
		Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
		
		float fade_begin = 0.0;
		float fade_shadow = 0.0;
		float fade_length = 0.0;
		float fade = 1.0;
		float shadow_opacity_fade = 1.0;
		if (light_storage->light_is_distance_fade_enabled(base)) {
			fade_begin = light_storage->light_get_distance_fade_begin(base);
			fade_shadow = light_storage->light_get_distance_fade_shadow(base);
			fade_length = light_storage->light_get_distance_fade_length(base);
			if (distance > fade_begin) {
				
				fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_begin) / fade_length);
			}
			if (distance > fade_shadow) {
				shadow_opacity_fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_shadow) / fade_length);
			}
		}
		float energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * fade;