### 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 (array_size > 0) {
					prepos = _get_tkpos();
					tk = _get_token();
					if (tk.type == TK_OP_ASSIGN) {
						if (is_const) {
							_set_error(RTR("Constants cannot be modified."));
							return nullptr;
						}
						assign_expression = _parse_array_constructor(p_block, p_function_info, data_type, struct_name, array_size);
						if (!assign_expression) {
							return nullptr;
						}
					} else if (tk.type == TK_PERIOD) {
						completion_class = TAG_ARRAY;
						if (p_block != nullptr) {
							p_block->block_tag = SubClassTag::TAG_ARRAY;
						}
						call_expression = _parse_and_reduce_expression(p_block, p_function_info);
						if (p_block != nullptr) {
							p_block->block_tag = SubClassTag::TAG_GLOBAL;
						}
						if (!call_expression) {
							return nullptr;
						}
					} else if (tk.type == TK_BRACKET_OPEN) { 
						index_expression = _parse_and_reduce_expression(p_block, p_function_info);
						if (!index_expression) {
							return nullptr;
						}
						if (index_expression->get_array_size() != 0 || (index_expression->get_datatype() != TYPE_INT && index_expression->get_datatype() != TYPE_UINT)) {