### 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
}
	ERR_FAIL_NULL(material_data);
	material_data->bind_uniforms();
	GLES3::SkyShaderData *shader_data = material_data->shader_data;
	ERR_FAIL_NULL(shader_data);
	bool update_single_frame = sky->mode == RS::SKY_MODE_REALTIME || sky->mode == RS::SKY_MODE_QUALITY;
	RS::SkyMode sky_mode = sky->mode;
	if (sky_mode == RS::SKY_MODE_AUTOMATIC) {
		if (shader_data->uses_time || shader_data->uses_position) {
			update_single_frame = true;
			sky_mode = RS::SKY_MODE_REALTIME;
		} else if (shader_data->uses_light || shader_data->ubo_size > 0) {
			update_single_frame = false;
			sky_mode = RS::SKY_MODE_INCREMENTAL;
		} else {
			update_single_frame = true;
			sky_mode = RS::SKY_MODE_QUALITY;
		}
	}
	if (sky->processing_layer == 0 && sky_mode == RS::SKY_MODE_INCREMENTAL) {
		
		update_single_frame = true;
		sky_mode = RS::SKY_MODE_QUALITY;
	}
	int max_processing_layer = sky->mipmap_count;
	
	if (sky->reflection_dirty && (sky->processing_layer > max_processing_layer || update_single_frame)) {
		static const Vector3 view_normals[6] = {
			Vector3(+1, 0, 0),
			Vector3(-1, 0, 0),