### 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
}
	
	shadow_atlas->shadow_owners.clear();
	shadow_atlas->size = p_size;
	shadow_atlas->use_16_bits = p_16_bits;
}
void LightStorage::shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) {
	ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas);
	ERR_FAIL_NULL(shadow_atlas);
	ERR_FAIL_INDEX(p_quadrant, 4);
	ERR_FAIL_INDEX(p_subdivision, 16384);
	uint32_t subdiv = next_power_of_2(p_subdivision);
	if (subdiv & 0xaaaaaaaa) { 
		subdiv <<= 1;
	}
	subdiv = int(Math::sqrt((float)subdiv));
	if (shadow_atlas->quadrants[p_quadrant].subdivision == subdiv) {
		return;
	}
	
	for (int i = 0; i < shadow_atlas->quadrants[p_quadrant].shadows.size(); i++) {
		if (shadow_atlas->quadrants[p_quadrant].shadows[i].owner.is_valid()) {
			shadow_atlas->shadow_owners.erase(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
			LightInstance *li = light_instance_owner.get_or_null(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
			ERR_CONTINUE(!li);
			li->shadow_atlases.erase(p_atlas);
		}
	}
	for (uint32_t j = 0; j < shadow_atlas->quadrants[p_quadrant].textures.size(); j++) {
		glDeleteTextures(1, &shadow_atlas->quadrants[p_quadrant].textures[j]);