### Godot version

v4.0.2.stable.official [7a0977ce2]

### System information

GNU/Linux, GLES3 & Vulkan, Intel UHD 770

### Issue description

When passing arrays of color objects to the shader, the shader program cannot get the values, even when converted to vector arrays.

And source_color hint does not convert colors correctly when passed through an array.

```
var colors := [
	Color.hex(0x0088ffff),
	Color.hex(0xff000088),
	Color.hex(0x00ff0000),
	Color.hex(0x0000ffff),
]
func _ready() -> void:
	var shader: ShaderMaterial = mesh.material
	shader.set_shader_parameter("vec4_no_hint", colors)
	shader.set_shader_parameter("vec4_hint", colors)
	shader.set_shader_parameter("vec3_no_hint", colors)
	shader.set_shader_parameter("vec3_hint", colors)
	var cvt_colors = colors.map(func (c): return Vector4(c.r, c.g, c.b, c.a))
	shader.set_shader_parameter("cvt_vec4_no_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec4_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec3_no_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec3_hint", cvt_colors)
```

Result With GLES3:
![图片](https://user-images.githubusercontent.com/20413045/232321140-3118a776-e76e-4e73-954f-c7b4f155d1ec.png)

Result With Vulkan:
![图片](https://user-images.githubusercontent.com/20413045/232321207-d52cb2e5-c644-40a8-89ee-71da8b58e408.png)


### Steps to reproduce

Open the sample project attached, open the test scene, switch to the 3D tab, you will see it.

### Minimal reproduction project

[test-color-uniform-array.tar.gz](https://github.com/godotengine/godot/files/11242561/test-color-uniform-array.tar.gz)

actions.usage_defines["CUSTOM1"] = "#define CUSTOM1_USED\n";
		actions.usage_defines["CUSTOM2"] = "#define CUSTOM2_USED\n";
		actions.usage_defines["CUSTOM3"] = "#define CUSTOM3_USED\n";
		actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
		actions.usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP";
		actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
		actions.usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
		actions.usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
		actions.usage_defines["ALPHA_SCISSOR_THRESHOLD"] = "#define ALPHA_SCISSOR_USED\n";
		actions.usage_defines["ALPHA_HASH_SCALE"] = "#define ALPHA_HASH_USED\n";
		actions.usage_defines["ALPHA_ANTIALIASING_EDGE"] = "#define ALPHA_ANTIALIASING_EDGE_USED\n";
		actions.usage_defines["ALPHA_TEXTURE_COORDINATE"] = "@ALPHA_ANTIALIASING_EDGE";
		actions.usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
		actions.usage_defines["SSS_TRANSMITTANCE_DEPTH"] = "#define ENABLE_TRANSMITTANCE\n";
		actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n";
		actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
		actions.usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
		actions.usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
		actions.usage_defines["FOG"] = "#define CUSTOM_FOG_USED\n";
		actions.usage_defines["RADIANCE"] = "#define CUSTOM_RADIANCE_USED\n";
		actions.usage_defines["IRRADIANCE"] = "#define CUSTOM_IRRADIANCE_USED\n";
		actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
		actions.render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
		actions.render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
		actions.render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
		actions.render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
		actions.render_mode_defines["particle_trails"] = "#define USE_PARTICLE_TRAILS\n";
		actions.render_mode_defines["depth_draw_opaque"] = "#define USE_OPAQUE_PREPASS\n";
		bool force_lambert = GLOBAL_GET("rendering/shading/overrides/force_lambert_over_burley");
		if (!force_lambert) {