### 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)

: 0.0;
				float angular_diameter = light->param[RS::LIGHT_PARAM_SIZE];
				if (angular_diameter > 0.0) {
					
					
					
					angular_diameter = Math::tan(Math::deg_to_rad(angular_diameter));
					if (light->shadow && light->param[RS::LIGHT_PARAM_SHADOW_BLUR] > 0.0) {
						
						
						r_directional_light_soft_shadows = true;
					}
				} else {
					angular_diameter = 0.0;
				}
				if (light_data.shadow_opacity > 0.001) {
					RS::LightDirectionalShadowMode smode = light->directional_shadow_mode;
					light_data.soft_shadow_scale = light->param[RS::LIGHT_PARAM_SHADOW_BLUR];
					light_data.softshadow_angle = angular_diameter;
					light_data.bake_mode = light->bake_mode;
					if (angular_diameter <= 0.0) {
						light_data.soft_shadow_scale *= RendererSceneRenderRD::get_singleton()->directional_shadow_quality_radius_get(); 
					}
					int limit = smode == RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ? 0 : (smode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ? 1 : 3);
					light_data.blend_splits = (smode != RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL) && light->directional_blend_splits;
					for (int j = 0; j < 4; j++) {
						Rect2 atlas_rect = light_instance->shadow_transform[j].atlas_rect;
						Projection matrix = light_instance->shadow_transform[j].camera;
						float split = light_instance->shadow_transform[MIN(limit, j)].split;
						Projection bias;