Repository: godot
Issue: Godot doesn't render ReflectionProbes properly in 3D (GLES2, Intel Sandy Bridge on Windows)
Labels: bug,platform:windows,topic:rendering,topic:thirdparty,needs testing,topic:3d

### Godot version

3.5.1.stable.official

### System information

Windows 7, GLES2, Intel HD Graphics 3000 (9.17.10.4229)

### Issue description

Whenever I added an object exposed to lit environments, I always get the impression of the cubemap not being batched properly, thus leaving my objects dark until I add any other light source nodes.
![Screenshot_4](https://user-images.githubusercontent.com/88580430/193417893-745442ff-6527-4844-9363-e869eebc6926.png)
![Screenshot_6](https://user-images.githubusercontent.com/88580430/193418111-fcc71d24-258d-470b-831d-0d59e58da018.png)
![Screenshot_3](https://user-images.githubusercontent.com/88580430/193419470-a62e2ae7-389a-49c1-9b34-32e588f40c4f.png)
Shadows, glow effects, and even ViewportTextures render as they should. ReflectionProbes however gives out identical results, Interior mode worked as intended functionality-wise however, but still the same pink and blue/green dots in their texture's space. This problem even carried onto my exported games, until I make them completely absent from reflection probes and set the environment's sky from ProceduralSky to just custom colour.

When playing around with the sky's properties, most of the time it reflects either blank or some sort of grainy spiral in pure blue. It rarely managed to render the sky but with only pieces of them being misplaced.
![Screenshot_8](https://user-images.githubusercontent.com/88580430/193419791-f8e88b86-be07-47e9-a988-f642915c25eb.png)
![Screenshot_9](https://user-images.githubusercontent.com/88580430/193419787-b34453e7-69e3-4793-b84d-94e97383e74d.png)

So as I realised the web editor exists, I went on to see if that issue isn't there. Before loading into the web editor, there's an option which you could select a video driver, I left it at "Auto" and shows a warning that my browser isn't supporting any of the WebGL versions. So I picked WebGL 1 after reloading the page and I'm able to load in. It may have assumed the wrong context from my graphics drivers, and that my browser is supposedly supporting WebGL 2 when it isn't.

Somehow the issue isn't present. The environment is reflected on the objects perfectly and the ReflectionProbe just works fine on most if not all conditions.
![Screenshot_5](https://user-images.githubusercontent.com/88580430/193418375-2a1ac181-31fa-4b7e-86aa-4d885edc8b62.png)
![Screenshot_2](https://user-images.githubusercontent.com/88580430/193419485-04fd947a-89ad-44ac-9384-f6754f6af850.png)
When I try the Godot editor on my phone, I get the same results as of the web editor. My phone has OpenGL 3.2 apparently, and what my PC uses is just 0.1 older than said.


Viewing the console shows only errors features that aren't available on GLES2 which is obvious. Maybe something's broken in my PC and Godot didn't take them into account, but I can't be sure what is it. Or perhaps the native version also assumed a wrong driver context on startup like on the web editor?

I may elaborate or rephrase or something if you will.

### Steps to reproduce

It's on startup. No modifications of any settings are made. Just add any 3D object and it'll show the problem right away with either it being dark pink or black.

### Minimal reproduction project

_No response_