### 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
render_list[RENDER_LIST_ALPHA].add_element(surf);
				}
				if (surf->flags & GeometryInstanceSurface::FLAG_USES_SCREEN_TEXTURE) {
					scene_state.used_screen_texture = true;
				}
				if (surf->flags & GeometryInstanceSurface::FLAG_USES_NORMAL_TEXTURE) {
					scene_state.used_normal_texture = true;
				}
				if (surf->flags & GeometryInstanceSurface::FLAG_USES_DEPTH_TEXTURE) {
					scene_state.used_depth_texture = true;
				}
			} else if (p_pass_mode == PASS_MODE_SHADOW) {
				if (surf->flags & GeometryInstanceSurface::FLAG_PASS_SHADOW) {
					rl->add_element(surf);
				}
			} else {
				if (surf->flags & (GeometryInstanceSurface::FLAG_PASS_DEPTH | GeometryInstanceSurface::FLAG_PASS_OPAQUE)) {
					rl->add_element(surf);
				}
			}
			surf->sort.depth_layer = depth_layer;
			surf->finished_base_pass = false;
			surf->light_pass_index = 0;
			surf = surf->next;
		}
	}
}
void RasterizerSceneGLES3::_setup_environment(const RenderDataGLES3 *p_render_data, bool p_no_fog, const Size2i &p_screen_size, bool p_flip_y, const Color &p_default_bg_color, bool p_pancake_shadows, float p_shadow_bias) {
	Projection correction;
	correction.columns[1][1] = p_flip_y ? -1.0 : 1.0;