### 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
}
return ERR_PARSE_ERROR;
			}
			tk = _get_token();
			int sign = 1;
			if (tk.type == TK_OP_SUB) {
				sign = -1;
				tk = _get_token();
			}
			Node *n = nullptr;
			if (!tk.is_integer_constant()) {
				bool correct_constant_expression = false;
				DataType data_type;
				if (tk.type == TK_IDENTIFIER) {
					bool is_const;
					_find_identifier(p_block, false, p_function_info, tk.text, &data_type, nullptr, &is_const);
					if (is_const) {
						if (data_type == TYPE_INT) {
							correct_constant_expression = true;
						}
					}
				}
				if (!correct_constant_expression) {
					_set_error(RTR("Expected an integer constant."));
					return ERR_PARSE_ERROR;
				}
				VariableNode *vn = alloc_node<VariableNode>();
				vn->name = tk.text;
				n = vn;
			} else {
				ConstantNode::Value v;