### Godot version

4.0.3

### System information

Windows10

### Issue description

sky shader accepts uniform vec3, vec4, vec3 array, but not vec4 array

### Steps to reproduce

simply pass Vector4 to uniform vec4[] from gdscript

### Minimal reproduction project

gdscript

sky_material.set_shader_parameter("v3",Vector3(1,0.8,0.5)) - v
sky_material.set_shader_parameter("v4",Vector4(1,0.8,0.5,0.2)) - v
sky_material.set_shader_parameter("v3a",[Vector3(1,0.8,0.5)]) - v
sky_material.set_shader_parameter("v4a",[Vector4(1,0.8,0.5,0.2)]) - x

sky gdshader

uniform vec3 v3;
uniform vec4 v4;
uniform vec3 v3a[1];
uniform vec4 v4a[1];

void sky(){
    COLOR.r = v4a[0].w
}
case ShaderLanguage::TYPE_FLOAT: {
			float *gui = reinterpret_cast<float *>(data);
			gui[0] = value[0].real;
		} break;
		case ShaderLanguage::TYPE_VEC2: {
			float *gui = reinterpret_cast<float *>(data);
			for (int i = 0; i < 2; i++) {
				gui[i] = value[i].real;
			}
		} break;
		case ShaderLanguage::TYPE_VEC3: {
			float *gui = reinterpret_cast<float *>(data);
			for (int i = 0; i < 3; i++) {
				gui[i] = value[i].real;
			}
		} break;
		case ShaderLanguage::TYPE_VEC4: {
			float *gui = reinterpret_cast<float *>(data);
			for (int i = 0; i < 4; i++) {
				gui[i] = value[i].real;
			}
		} break;
		case ShaderLanguage::TYPE_MAT2: {
			float *gui = reinterpret_cast<float *>(data);
			
			gui[0] = value[0].real;
			gui[1] = value[1].real;
			gui[2] = 0;
			gui[3] = 0;
			gui[4] = value[2].real;