### 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 (!global_shader_uniforms.instance_buffer_pos.has(p_instance)) {
		return; 
	}
	int32_t pos = global_shader_uniforms.instance_buffer_pos[p_instance];
	if (pos < 0) {
		return; 
	}
	ERR_FAIL_INDEX(p_index, ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES);
	Variant::Type value_type = p_value.get_type();
	ERR_FAIL_COND_MSG(p_value.get_type() > Variant::COLOR, "Unsupported variant type for instance parameter: " + Variant::get_type_name(value_type)); 
	ShaderLanguage::DataType datatype_from_value[Variant::COLOR + 1] = {
		ShaderLanguage::TYPE_MAX, 
		ShaderLanguage::TYPE_BOOL, 
		ShaderLanguage::TYPE_INT, 
		ShaderLanguage::TYPE_FLOAT, 
		ShaderLanguage::TYPE_MAX, 
		ShaderLanguage::TYPE_VEC2, 
		ShaderLanguage::TYPE_IVEC2, 
		ShaderLanguage::TYPE_VEC4, 
		ShaderLanguage::TYPE_IVEC4, 
		ShaderLanguage::TYPE_VEC3, 
		ShaderLanguage::TYPE_IVEC3, 
		ShaderLanguage::TYPE_MAX, 
		ShaderLanguage::TYPE_VEC4, 
		ShaderLanguage::TYPE_IVEC4,