### 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)

ERR_FAIL_INDEX_V(p_param, TEXTURE_MAX, Ref<Texture2D>());
	return textures[p_param];
}
Ref<Texture2D> BaseMaterial3D::get_texture_by_name(StringName p_name) const {
	for (int i = 0; i < (int)BaseMaterial3D::TEXTURE_MAX; i++) {
		TextureParam param = TextureParam(i);
		if (p_name == shader_names->texture_names[param]) {
			return textures[param];
		}
	}
	return Ref<Texture2D>();
}
void BaseMaterial3D::set_texture_filter(TextureFilter p_filter) {
	texture_filter = p_filter;
	_queue_shader_change();
}
BaseMaterial3D::TextureFilter BaseMaterial3D::get_texture_filter() const {
	return texture_filter;
}
void BaseMaterial3D::_validate_feature(const String &text, Feature feature, PropertyInfo &property) const {
	if (property.name.begins_with(text) && property.name != text + "_enabled" && !features[feature]) {
		property.usage = PROPERTY_USAGE_NO_EDITOR;
	}
}
void BaseMaterial3D::_validate_property(PropertyInfo &p_property) const {