### 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
if (use_wireframe) {
					glDrawElements(GL_LINES, count, GL_UNSIGNED_INT, 0);
				} else {
					if (use_index_buffer) {
						glDrawElements(primitive_gl, count, mesh_storage->mesh_surface_get_index_type(mesh_surface), 0);
					} else {
						glDrawArrays(primitive_gl, 0, count);
					}
				}
			}
			if (inst->instance_count > 0) {
				glDisableVertexAttribArray(12);
				glDisableVertexAttribArray(13);
				glDisableVertexAttribArray(14);
				glDisableVertexAttribArray(15);
			}
		}
		if constexpr (p_pass_mode == PASS_MODE_COLOR) {
			if (uses_additive_lighting && !p_render_data->transparent_bg) {
				
				glDisable(GL_BLEND);
			}
		}
	}
	
	if (should_request_redraw) {
		RenderingServerDefault::redraw_request();
	}
}
void RasterizerSceneGLES3::render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {