### 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
sky_globals.directional_lights[i].color[2] != sky_globals.last_frame_directional_lights[i].color[2] ||
						sky_globals.directional_lights[i].enabled != sky_globals.last_frame_directional_lights[i].enabled ||
						sky_globals.directional_lights[i].size != sky_globals.last_frame_directional_lights[i].size) {
					light_data_dirty = true;
					break;
				}
			}
		}
		if (light_data_dirty) {
			glBufferData(GL_UNIFORM_BUFFER, sizeof(DirectionalLightData) * sky_globals.max_directional_lights, sky_globals.directional_lights, GL_STREAM_DRAW);
			glBindBuffer(GL_UNIFORM_BUFFER, 0);
			DirectionalLightData *temp = sky_globals.last_frame_directional_lights;
			sky_globals.last_frame_directional_lights = sky_globals.directional_lights;
			sky_globals.directional_lights = temp;
			sky_globals.last_frame_directional_light_count = sky_globals.directional_light_count;
			if (sky) {
				sky->reflection_dirty = true;
			}
		}
	}
	if (p_render_data->view_count > 1) {
		glBindBufferBase(GL_UNIFORM_BUFFER, SKY_MULTIVIEW_UNIFORM_LOCATION, scene_state.multiview_buffer);
		glBindBuffer(GL_UNIFORM_BUFFER, 0);
	}
	if (sky && !sky->radiance) {
		_invalidate_sky(sky);
		_update_dirty_skys();
	}
}
void RasterizerSceneGLES3::_draw_sky(RID p_env, const Projection &p_projection, const Transform3D &p_transform, float p_luminance_multiplier, bool p_use_multiview, bool p_flip_y) {