### 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
ginstance->instance_count = mesh_storage->multimesh_get_instances_to_draw(ginstance->data->base);
			}
		} break;
		case RS::INSTANCE_PARTICLES: {
			int draw_passes = particles_storage->particles_get_draw_passes(ginstance->data->base);
			for (int j = 0; j < draw_passes; j++) {
				RID mesh = particles_storage->particles_get_draw_pass_mesh(ginstance->data->base, j);
				if (!mesh.is_valid()) {
					continue;
				}
				const RID *materials = nullptr;
				uint32_t surface_count;
				materials = mesh_storage->mesh_get_surface_count_and_materials(mesh, surface_count);
				if (materials) {
					for (uint32_t k = 0; k < surface_count; k++) {
						_geometry_instance_add_surface(ginstance, k, materials[k], mesh);
					}
				}
			}
			ginstance->instance_count = particles_storage->particles_get_amount(ginstance->data->base);
		} break;
		default: {
		}
	}
	bool store_transform = true;
	ginstance->base_flags = 0;
	if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) {
		ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH;
		if (mesh_storage->multimesh_get_transform_format(ginstance->data->base) == RS::MULTIMESH_TRANSFORM_2D) {
			ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D;