### Godot version

v4.0.2.stable.official [7a0977ce2]

### System information

GNU/Linux, GLES3 & Vulkan, Intel UHD 770

### Issue description

When passing arrays of color objects to the shader, the shader program cannot get the values, even when converted to vector arrays.

And source_color hint does not convert colors correctly when passed through an array.

```
var colors := [
	Color.hex(0x0088ffff),
	Color.hex(0xff000088),
	Color.hex(0x00ff0000),
	Color.hex(0x0000ffff),
]
func _ready() -> void:
	var shader: ShaderMaterial = mesh.material
	shader.set_shader_parameter("vec4_no_hint", colors)
	shader.set_shader_parameter("vec4_hint", colors)
	shader.set_shader_parameter("vec3_no_hint", colors)
	shader.set_shader_parameter("vec3_hint", colors)
	var cvt_colors = colors.map(func (c): return Vector4(c.r, c.g, c.b, c.a))
	shader.set_shader_parameter("cvt_vec4_no_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec4_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec3_no_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec3_hint", cvt_colors)
```

Result With GLES3:
![图片](https://user-images.githubusercontent.com/20413045/232321140-3118a776-e76e-4e73-954f-c7b4f155d1ec.png)

Result With Vulkan:
![图片](https://user-images.githubusercontent.com/20413045/232321207-d52cb2e5-c644-40a8-89ee-71da8b58e408.png)


### Steps to reproduce

Open the sample project attached, open the test scene, switch to the 3D tab, you will see it.

### Minimal reproduction project

[test-color-uniform-array.tar.gz](https://github.com/godotengine/godot/files/11242561/test-color-uniform-array.tar.gz)

completion_class = TAG_GLOBAL;
	completion_struct = StringName();
	completion_base = TYPE_VOID;
	completion_base_array = false;
	include_positions.clear();
	include_positions.push_back(FilePosition());
#ifdef DEBUG_ENABLED
	keyword_completion_context = CF_UNSPECIFIED;
	used_constants.clear();
	used_varyings.clear();
	used_uniforms.clear();
	used_functions.clear();
	used_structs.clear();
	used_local_vars.clear();
	warnings.clear();
#endif 
	error_line = 0;
	tk_line = 1;
	char_idx = 0;
	error_set = false;
	error_str = "";
	is_const_decl = false;
	while (nodes) {
		Node *n = nodes;
		nodes = nodes->next;
		memdelete(n);
	}
}
#ifdef DEBUG_ENABLED
void ShaderLanguage::_parse_used_identifier(const StringName &p_identifier, IdentifierType p_type, const StringName &p_function) {