### 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
#ifdef GLES3_ENABLED
#include "light_storage.h"
#include "../rasterizer_gles3.h"
#include "../rasterizer_scene_gles3.h"
#include "config.h"
#include "core/config/project_settings.h"
#include "texture_storage.h"
using namespace GLES3;
LightStorage *LightStorage::singleton = nullptr;
LightStorage *LightStorage::get_singleton() {
	return singleton;
}
LightStorage::LightStorage() {
	singleton = this;
	directional_shadow.size = GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/size");
	directional_shadow.use_16_bits = GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/16_bits");
	
}
LightStorage::~LightStorage() {