### 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
}
}
		}
		if (p_block) {
			if (p_block->block_type == BlockNode::BLOCK_TYPE_FOR_INIT && !is_var_init) {
				_set_error(RTR("The left expression is expected to be a variable declaration."));
				return ERR_PARSE_ERROR;
			}
			if (p_block->block_type == BlockNode::BLOCK_TYPE_FOR_CONDITION && !is_condition) {
				_set_error(RTR("The middle expression is expected to be a boolean operator."));
				return ERR_PARSE_ERROR;
			}
		}
		if (p_just_one) {
			break;
		}
	}
	return OK;
}
String ShaderLanguage::_get_shader_type_list(const HashSet<String> &p_shader_types) const {
	
	String valid_types;
	for (const String &E : p_shader_types) {
		if (!valid_types.is_empty()) {
			valid_types += ", ";
		}
		valid_types += "'" + E + "'";
	}
	return valid_types;
}
String ShaderLanguage::_get_qualifier_str(ArgumentQualifier p_qualifier) const {