### 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)

const PackedFloat32Array &a = value;
					int s = a.size();
					int count = 4 * p_array_size;
					for (int i = 0; i < count; i += 4) {
						if (i + 3 < s) {
							gui[i] = a[i];
							gui[i + 1] = a[i + 1];
							gui[i + 2] = a[i + 2];
							gui[i + 3] = a[i + 3];
						} else {
							gui[i] = 0;
							gui[i + 1] = 0;
							gui[i + 2] = 0;
							gui[i + 3] = 0;
						}
					}
				}
			} else {
				if (value.get_type() == Variant::COLOR) {
					Color v = value;
					if (p_linear_color) {
						v = v.srgb_to_linear();
					}
					gui[0] = v.r;
					gui[1] = v.g;
					gui[2] = v.b;
					gui[3] = v.a;
				} else if (value.get_type() == Variant::RECT2) {
					Rect2 v = value;
					gui[0] = v.position.x;