### 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
}
				const real_t distance = p_render_data->cam_transform.origin.distance_to(li->transform.origin);
				if (light_storage->light_is_distance_fade_enabled(li->light)) {
					const float fade_begin = light_storage->light_get_distance_fade_begin(li->light);
					const float fade_length = light_storage->light_get_distance_fade_length(li->light);
					if (distance > fade_begin) {
						if (distance > fade_begin + fade_length) {
							
							continue;
						}
					}
				}
				scene_state.omni_light_sort[r_omni_light_count].instance = li;
				scene_state.omni_light_sort[r_omni_light_count].depth = distance;
				r_omni_light_count++;
			} break;
			case RS::LIGHT_SPOT: {
				if (r_spot_light_count >= (uint32_t)config->max_renderable_lights) {
					continue;
				}
				const real_t distance = p_render_data->cam_transform.origin.distance_to(li->transform.origin);
				if (light_storage->light_is_distance_fade_enabled(li->light)) {
					const float fade_begin = light_storage->light_get_distance_fade_begin(li->light);
					const float fade_length = light_storage->light_get_distance_fade_length(li->light);
					if (distance > fade_begin) {
						if (distance > fade_begin + fade_length) {
							
							continue;
						}
					}