### 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.projector_rect[2] = rect.size.width;
				light_data.projector_rect[3] = rect.size.height * 0.5; 
			}
		} else {
			light_data.projector_rect[0] = 0;
			light_data.projector_rect[1] = 0;
			light_data.projector_rect[2] = 0;
			light_data.projector_rect[3] = 0;
		}
		const bool needs_shadow =
				p_using_shadows &&
				owns_shadow_atlas(p_shadow_atlas) &&
				shadow_atlas_owns_light_instance(p_shadow_atlas, light_instance->self) &&
				light->shadow;
		bool in_shadow_range = true;
		if (needs_shadow && light->distance_fade) {
			if (distance > light->distance_fade_shadow + light->distance_fade_length) {
				
				in_shadow_range = false;
			}
		}
		if (needs_shadow && in_shadow_range) {
			
			light_data.shadow_opacity = light->param[RS::LIGHT_PARAM_SHADOW_OPACITY] * shadow_opacity_fade;
			float shadow_texel_size = light_instance_get_shadow_texel_size(light_instance->self, p_shadow_atlas);
			light_data.shadow_normal_bias = light->param[RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] * shadow_texel_size * 10.0;
			if (type == RS::LIGHT_SPOT) {
				light_data.shadow_bias = light->param[RS::LIGHT_PARAM_SHADOW_BIAS] / 100.0;
			} else { 
				light_data.shadow_bias = light->param[RS::LIGHT_PARAM_SHADOW_BIAS];