### 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 (tk.type == TK_UINT_CONSTANT) {
					v.uint = (uint32_t)tk.constant;
				} else {
					v.sint = (int)tk.constant * sign;
				}
				ConstantNode *cn = alloc_node<ConstantNode>();
				cn->values.push_back(v);
				cn->datatype = (tk.type == TK_UINT_CONSTANT ? TYPE_UINT : TYPE_INT);
				n = cn;
			}
			tk = _get_token();
			if (tk.type != TK_COLON) {
				_set_expected_error(":");
				return ERR_PARSE_ERROR;
			}
			ControlFlowNode *cf = alloc_node<ControlFlowNode>();
			cf->flow_op = FLOW_OP_CASE;
			BlockNode *case_block = alloc_node<BlockNode>();
			case_block->block_type = BlockNode::BLOCK_TYPE_CASE;
			case_block->parent_block = p_block;
			cf->expressions.push_back(n);
			cf->blocks.push_back(case_block);
			p_block->statements.push_back(cf);
			Error err = _parse_block(case_block, p_function_info, false, true, false);
			if (err) {
				return err;
			}
			return OK;
		} else if (tk.type == TK_CF_DEFAULT) {
			if (p_block && p_block->block_type == BlockNode::BLOCK_TYPE_CASE) {