### 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
}
found = true;
									break;
								}
							}
						}
					}
					if (!found) {
						_set_error(vformat(RTR("Invalid render mode: '%s'."), smode));
						return ERR_PARSE_ERROR;
					}
					shader->render_modes.push_back(mode);
					tk = _get_token();
					if (tk.type == TK_COMMA) {
						
					} else if (tk.type == TK_SEMICOLON) {
						break; 
					} else {
						_set_error(vformat(RTR("Unexpected token: '%s'."), get_token_text(tk)));
						return ERR_PARSE_ERROR;
					}
				}
#ifdef DEBUG_ENABLED
				keyword_completion_context = CF_GLOBAL_SPACE;
#endif 
			} break;
			case TK_STRUCT: {
				ShaderNode::Struct st;
				DataType type;
#ifdef DEBUG_ENABLED
				keyword_completion_context = CF_UNSPECIFIED;