### Tested versions

Reproductible in 4.2 stable
Not reproductible in 4.1.3 stable

### System information

Godot v4.2.stable - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 650 Ti (NVIDIA; 30.0.14.7444) - AMD Ryzen 5 3600 6-Core Processor (12 Threads)

### Issue description

Reflection probes simply don't work on Vulkan mobile and Compatibility renderer.
Godot 4.1.3:
![image](https://github.com/godotengine/godot/assets/25274301/80ccb23c-8986-4662-a5e6-9846c361febe)
Godot 4.2:
![image](https://github.com/godotengine/godot/assets/25274301/f0fd93b0-a912-4f14-aa24-0cf6353c4484)

### Steps to reproduce

1. Create a sphere with a metallic material with low roughness.
2. Create some geometry to reflect off of the sphere
3. Add a reflection probe to the scene

### Minimal reproduction project (MRP)

[ReflectionProbes.zip](https://github.com/godotengine/godot/files/13592653/ReflectionProbes.zip)

light_data.inv_radius = 1.0 / radius;
		Vector3 pos = inverse_transform.xform(light_transform.origin);
		light_data.position[0] = pos.x;
		light_data.position[1] = pos.y;
		light_data.position[2] = pos.z;
		Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, -1))).normalized();
		light_data.direction[0] = direction.x;
		light_data.direction[1] = direction.y;
		light_data.direction[2] = direction.z;
		float size = light->param[RS::LIGHT_PARAM_SIZE];
		light_data.size = size;
		light_data.inv_spot_attenuation = 1.0f / light->param[RS::LIGHT_PARAM_SPOT_ATTENUATION];
		float spot_angle = light->param[RS::LIGHT_PARAM_SPOT_ANGLE];
		light_data.cos_spot_angle = Math::cos(Math::deg_to_rad(spot_angle));
		light_data.mask = light->cull_mask;
		light_data.atlas_rect[0] = 0;
		light_data.atlas_rect[1] = 0;
		light_data.atlas_rect[2] = 0;
		light_data.atlas_rect[3] = 0;
		RID projector = light->projector;
		if (projector.is_valid()) {
			Rect2 rect = texture_storage->decal_atlas_get_texture_rect(projector);
			if (type == RS::LIGHT_SPOT) {
				light_data.projector_rect[0] = rect.position.x;
				light_data.projector_rect[1] = rect.position.y + rect.size.height; 
				light_data.projector_rect[2] = rect.size.width;
				light_data.projector_rect[3] = -rect.size.height;
			} else {
				light_data.projector_rect[0] = rect.position.x;
				light_data.projector_rect[1] = rect.position.y;