### 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 if constexpr (p_pass_mode == PASS_MODE_DEPTH || p_pass_mode == PASS_MODE_SHADOW) {
		shader_variant = SceneShaderGLES3::MODE_DEPTH;
	}
	if (p_render_data->view_count > 1) {
		base_spec_constants |= SceneShaderGLES3::USE_MULTIVIEW;
	}
	bool should_request_redraw = false;
	if constexpr (p_pass_mode != PASS_MODE_DEPTH) {
		
		if (p_render_data->render_info) {
			p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] += p_to_element - p_from_element;
		}
	}
	for (uint32_t i = p_from_element; i < p_to_element; i++) {
		GeometryInstanceSurface *surf = p_params->elements[i];
		GeometryInstanceGLES3 *inst = surf->owner;
		if (p_pass_mode == PASS_MODE_COLOR && !(surf->flags & GeometryInstanceSurface::FLAG_PASS_OPAQUE)) {
			continue; 
		}
		if (inst->instance_count == 0) {
			continue;
		}
		GLES3::SceneShaderData *shader;
		GLES3::SceneMaterialData *material_data;
		void *mesh_surface;
		if constexpr (p_pass_mode == PASS_MODE_SHADOW) {
			shader = surf->shader_shadow;
			material_data = surf->material_shadow;
			mesh_surface = surf->surface_shadow;