### 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
}
for (int i = 0, j = 0; i < count; i += 2, j += 4) {
					if (i < s) {
						gui[j] = r[i] ? 1 : 0;
						gui[j + 1] = r[i + 1] ? 1 : 0;
					} else {
						gui[j] = 0;
						gui[j + 1] = 0;
					}
					gui[j + 2] = 0; 
					gui[j + 3] = 0; 
				}
			} else {
				uint32_t v = value;
				gui[0] = v & 1 ? 1 : 0;
				gui[1] = v & 2 ? 1 : 0;
			}
		} break;
		case ShaderLanguage::TYPE_BVEC3: {
			uint32_t *gui = (uint32_t *)data;
			if (p_array_size > 0) {
				const PackedInt32Array &ba = value;
				int s = ba.size();
				const int *r = ba.ptr();
				int count = 3 * p_array_size;
				for (int i = 0, j = 0; i < count; i += 3, j += 4) {
					if (i < s) {
						gui[j] = r[i] ? 1 : 0;
						gui[j + 1] = r[i + 1] ? 1 : 0;
						gui[j + 2] = r[i + 2] ? 1 : 0;
					} else {