### 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
}
HashSet<String> kws;
	int idx = 0;
	while (keyword_list[idx].text) {
		kws.insert(keyword_list[idx].text);
		idx++;
	}
	idx = 0;
	while (builtin_func_defs[idx].name) {
		kws.insert(builtin_func_defs[idx].name);
		idx++;
	}
	for (const String &E : kws) {
		r_keywords->push_back(E);
	}
}
bool ShaderLanguage::is_control_flow_keyword(String p_keyword) {
	return p_keyword == "break" ||
			p_keyword == "case" ||
			p_keyword == "continue" ||
			p_keyword == "default" ||
			p_keyword == "do" ||
			p_keyword == "else" ||
			p_keyword == "for" ||
			p_keyword == "if" ||
			p_keyword == "return" ||
			p_keyword == "switch" ||
			p_keyword == "while";
}
void ShaderLanguage::get_builtin_funcs(List<String> *r_keywords) {