### 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
}
actions.renames["BINORMAL"] = "binormal";
		actions.renames["POSITION"] = "position";
		actions.renames["UV"] = "uv_interp";
		actions.renames["UV2"] = "uv2_interp";
		actions.renames["COLOR"] = "color_interp";
		actions.renames["POINT_SIZE"] = "point_size";
		actions.renames["INSTANCE_ID"] = "gl_InstanceID";
		actions.renames["VERTEX_ID"] = "gl_VertexID";
		actions.renames["ALPHA_SCISSOR_THRESHOLD"] = "alpha_scissor_threshold";
		actions.renames["ALPHA_HASH_SCALE"] = "alpha_hash_scale";
		actions.renames["ALPHA_ANTIALIASING_EDGE"] = "alpha_antialiasing_edge";
		actions.renames["ALPHA_TEXTURE_COORDINATE"] = "alpha_texture_coordinate";
		
		actions.renames["TIME"] = "scene_data.time";
		actions.renames["EXPOSURE"] = "(1.0 / scene_data.emissive_exposure_normalization)";
		actions.renames["PI"] = _MKSTR(Math_PI);
		actions.renames["TAU"] = _MKSTR(Math_TAU);
		actions.renames["E"] = _MKSTR(Math_E);
		actions.renames["VIEWPORT_SIZE"] = "scene_data.viewport_size";
		actions.renames["FRAGCOORD"] = "gl_FragCoord";
		actions.renames["FRONT_FACING"] = "gl_FrontFacing";
		actions.renames["NORMAL_MAP"] = "normal_map";
		actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
		actions.renames["ALBEDO"] = "albedo";
		actions.renames["ALPHA"] = "alpha";
		actions.renames["METALLIC"] = "metallic";
		actions.renames["SPECULAR"] = "specular";
		actions.renames["ROUGHNESS"] = "roughness";
		actions.renames["RIM"] = "rim";
		actions.renames["RIM_TINT"] = "rim_tint";