### 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
} else {
		scene_state.ubo.emissive_exposure_normalization = 1.0;
		scene_state.ubo.IBL_exposure_normalization = 1.0;
	}
	if (scene_state.ubo_buffer == 0) {
		glGenBuffers(1, &scene_state.ubo_buffer);
		glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_DATA_UNIFORM_LOCATION, scene_state.ubo_buffer);
		GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_UNIFORM_BUFFER, scene_state.ubo_buffer, sizeof(SceneState::UBO), &scene_state.ubo, GL_STREAM_DRAW, "Scene state UBO");
		glBindBuffer(GL_UNIFORM_BUFFER, 0);
	} else {
		glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_DATA_UNIFORM_LOCATION, scene_state.ubo_buffer);
		glBufferData(GL_UNIFORM_BUFFER, sizeof(SceneState::UBO), &scene_state.ubo, GL_STREAM_DRAW);
	}
	glBindBuffer(GL_UNIFORM_BUFFER, 0);
	if (p_render_data->view_count > 1) {
		if (scene_state.multiview_buffer == 0) {
			glGenBuffers(1, &scene_state.multiview_buffer);
			glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_MULTIVIEW_UNIFORM_LOCATION, scene_state.multiview_buffer);
			GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_UNIFORM_BUFFER, scene_state.multiview_buffer, sizeof(SceneState::MultiviewUBO), &scene_state.multiview_ubo, GL_STREAM_DRAW, "Multiview UBO");
		} else {
			glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_MULTIVIEW_UNIFORM_LOCATION, scene_state.multiview_buffer);
			glBufferData(GL_UNIFORM_BUFFER, sizeof(SceneState::MultiviewUBO), &scene_state.multiview_ubo, GL_STREAM_DRAW);
		}
		glBindBuffer(GL_UNIFORM_BUFFER, 0);
	}
}
void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_omni_light_count, uint32_t &r_spot_light_count, uint32_t &r_directional_shadow_count) {