### 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
3.0f,
		};
		GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_ARRAY_BUFFER, sky_globals.screen_triangle, sizeof(float) * 6, qv, GL_STATIC_DRAW, "Screen triangle vertex buffer");
		glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, nullptr);
		glEnableVertexAttribArray(RS::ARRAY_VERTEX);
		glBindVertexArray(0);
		glBindBuffer(GL_ARRAY_BUFFER, 0); 
	}
#ifdef GL_API_ENABLED
	if (RasterizerGLES3::is_gles_over_gl()) {
		glEnable(_EXT_TEXTURE_CUBE_MAP_SEAMLESS);
	}
#endif 
	
	glVertexAttrib4f(RS::ARRAY_COLOR, 1.0, 1.0, 1.0, 1.0);
}
RasterizerSceneGLES3::~RasterizerSceneGLES3() {
	GLES3::Utilities::get_singleton()->buffer_free_data(scene_state.directional_light_buffer);
	GLES3::Utilities::get_singleton()->buffer_free_data(scene_state.omni_light_buffer);
	GLES3::Utilities::get_singleton()->buffer_free_data(scene_state.spot_light_buffer);
	GLES3::Utilities::get_singleton()->buffer_free_data(scene_state.positional_shadow_buffer);
	GLES3::Utilities::get_singleton()->buffer_free_data(scene_state.directional_shadow_buffer);
	memdelete_arr(scene_state.directional_lights);
	memdelete_arr(scene_state.omni_lights);
	memdelete_arr(scene_state.spot_lights);
	memdelete_arr(scene_state.omni_light_sort);
	memdelete_arr(scene_state.spot_light_sort);
	memdelete_arr(scene_state.positional_shadows);
	memdelete_arr(scene_state.directional_shadows);