### 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
}
return ERR_PARSE_ERROR;
										}
									}
									StringName struct_name2;
									DataType type2;
									if (shader->structs.has(tk.text)) {
										type2 = TYPE_STRUCT;
										struct_name2 = tk.text;
									} else {
										if (!is_token_variable_datatype(tk.type)) {
											_set_error(RTR("Invalid data type for the array."));
											return ERR_PARSE_ERROR;
										}
										type2 = get_token_datatype(tk.type);
									}
									int array_size2 = 0;
									tk = _get_token();
									if (tk.type == TK_BRACKET_OPEN) {
										bool is_unknown_size = false;
										Error error = _parse_array_size(nullptr, constants, false, nullptr, &array_size2, &is_unknown_size);
										if (error != OK) {
											return error;
										}
										if (is_unknown_size) {
											array_size2 = constant.array_size;
										}
										tk = _get_token();
									} else {
										_set_expected_error("[");
										return ERR_PARSE_ERROR;