### 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)

bias.set_light_bias();
						Projection rectm;
						rectm.set_light_atlas_rect(atlas_rect);
						Transform3D modelview = (inverse_transform * light_instance->shadow_transform[j].transform).inverse();
						Projection shadow_mtx = rectm * bias * matrix * modelview;
						light_data.shadow_split_offsets[j] = split;
						float bias_scale = light_instance->shadow_transform[j].bias_scale * light_data.soft_shadow_scale;
						light_data.shadow_bias[j] = light->param[RS::LIGHT_PARAM_SHADOW_BIAS] / 100.0 * bias_scale;
						light_data.shadow_normal_bias[j] = light->param[RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] * light_instance->shadow_transform[j].shadow_texel_size;
						light_data.shadow_transmittance_bias[j] = light->param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS] * bias_scale;
						light_data.shadow_z_range[j] = light_instance->shadow_transform[j].farplane;
						light_data.shadow_range_begin[j] = light_instance->shadow_transform[j].range_begin;
						RendererRD::MaterialStorage::store_camera(shadow_mtx, light_data.shadow_matrices[j]);
						Vector2 uv_scale = light_instance->shadow_transform[j].uv_scale;
						uv_scale *= atlas_rect.size; 
						switch (j) {
							case 0: {
								light_data.uv_scale1[0] = uv_scale.x;
								light_data.uv_scale1[1] = uv_scale.y;
							} break;
							case 1: {
								light_data.uv_scale2[0] = uv_scale.x;
								light_data.uv_scale2[1] = uv_scale.y;
							} break;
							case 2: {
								light_data.uv_scale3[0] = uv_scale.x;
								light_data.uv_scale3[1] = uv_scale.y;
							} break;
							case 3: {
								light_data.uv_scale4[0] = uv_scale.x;