### 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
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
		glDisable(GL_BLEND);
	}
	scene_state.current_blend_mode = GLES3::SceneShaderData::BLEND_MODE_MIX;
	glEnable(GL_DEPTH_TEST);
	glDepthFunc(GL_LEQUAL);
	glDepthMask(GL_TRUE);
	scene_state.current_depth_test = GLES3::SceneShaderData::DEPTH_TEST_ENABLED;
	scene_state.current_depth_draw = GLES3::SceneShaderData::DEPTH_DRAW_ALWAYS;
	if (!fb_cleared) {
		RasterizerGLES3::clear_depth(1.0);
		glClear(GL_DEPTH_BUFFER_BIT);
	}
	if (!keep_color) {
		clear_color.a = render_data.transparent_bg ? 0.0f : 1.0f;
		glClearBufferfv(GL_COLOR, 0, clear_color.components);
	}
	RENDER_TIMESTAMP("Render Opaque Pass");
	uint64_t spec_constant_base_flags = 0;
	{
		
		if (render_data.directional_light_count == 0) {
			spec_constant_base_flags |= SceneShaderGLES3::DISABLE_LIGHT_DIRECTIONAL;
		}
		if (render_data.environment.is_null() || (render_data.environment.is_valid() && !environment_get_fog_enabled(render_data.environment))) {
			spec_constant_base_flags |= SceneShaderGLES3::DISABLE_FOG;
		}
	}
	
	RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, spec_constant_base_flags, use_wireframe);