### 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)

actions.render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n";
		actions.render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n";
		actions.render_mode_defines["collision_use_scale"] = "#define USE_COLLISION_SCALE\n";
		actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
		actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
		actions.global_buffer_array_variable = "global_shader_uniforms";
		shaders.compiler_particles.initialize(actions);
	}
	{
		
		ShaderCompiler::DefaultIdentifierActions actions;
		actions.renames["COLOR"] = "color";
		actions.renames["ALPHA"] = "alpha";
		actions.renames["EYEDIR"] = "cube_normal";
		actions.renames["POSITION"] = "position";
		actions.renames["SKY_COORDS"] = "panorama_coords";
		actions.renames["SCREEN_UV"] = "uv";
		actions.renames["TIME"] = "time";
		actions.renames["FRAGCOORD"] = "gl_FragCoord";
		actions.renames["PI"] = _MKSTR(Math_PI);
		actions.renames["TAU"] = _MKSTR(Math_TAU);
		actions.renames["E"] = _MKSTR(Math_E);
		actions.renames["HALF_RES_COLOR"] = "half_res_color";
		actions.renames["QUARTER_RES_COLOR"] = "quarter_res_color";
		actions.renames["RADIANCE"] = "radiance";
		actions.renames["FOG"] = "custom_fog";
		actions.renames["LIGHT0_ENABLED"] = "directional_lights.data[0].enabled";
		actions.renames["LIGHT0_DIRECTION"] = "directional_lights.data[0].direction_energy.xyz";
		actions.renames["LIGHT0_ENERGY"] = "directional_lights.data[0].direction_energy.w";
		actions.renames["LIGHT0_COLOR"] = "directional_lights.data[0].color_size.xyz";