### 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
}
RID RasterizerSceneGLES3::fog_volume_instance_get_volume(RID p_fog_volume_instance) const {
	return RID();
}
Vector3 RasterizerSceneGLES3::fog_volume_instance_get_position(RID p_fog_volume_instance) const {
	return Vector3();
}
RID RasterizerSceneGLES3::voxel_gi_instance_create(RID p_voxel_gi) {
	return RID();
}
void RasterizerSceneGLES3::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) {
}
bool RasterizerSceneGLES3::voxel_gi_needs_update(RID p_probe) const {
	return false;
}
void RasterizerSceneGLES3::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects) {
}
void RasterizerSceneGLES3::voxel_gi_set_quality(RS::VoxelGIQuality) {
}
_FORCE_INLINE_ static uint32_t _indices_to_primitives(RS::PrimitiveType p_primitive, uint32_t p_indices) {
	static const uint32_t divisor[RS::PRIMITIVE_MAX] = { 1, 2, 1, 3, 1 };
	static const uint32_t subtractor[RS::PRIMITIVE_MAX] = { 0, 0, 1, 0, 1 };
	return (p_indices - subtractor[p_primitive]) / divisor[p_primitive];
}
void RasterizerSceneGLES3::_fill_render_list(RenderListType p_render_list, const RenderDataGLES3 *p_render_data, PassMode p_pass_mode, bool p_append) {
	GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
	if (p_render_list == RENDER_LIST_OPAQUE) {
		scene_state.used_screen_texture = false;
		scene_state.used_normal_texture = false;