### 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
}
* The bitwise operators and (&), exclusive-or (^), and inclusive-or (|). The operands must be of type
			 * signed or unsigned integers or integer vectors. The operands cannot be vectors of differing size. If
			 * one operand is a scalar and the other a vector, the scalar is applied component-wise to the vector,
			 * resulting in the same type as the vector. The fundamental types of the operands (signed or unsigned)
			 * must match.
			 */
			int sa = 0;
			int sb = 0;
			if (!p_op->arguments[0]->is_indexed()) {
				sa = p_op->arguments[0]->get_array_size();
			}
			if (!p_op->arguments[1]->is_indexed()) {
				sb = p_op->arguments[1]->get_array_size();
			}
			if (sa > 0 || sb > 0) {
				break; 
			}
			DataType na = p_op->arguments[0]->get_datatype();
			DataType nb = p_op->arguments[1]->get_datatype();
			if (na > nb && p_op->op >= OP_BIT_AND) {
				
				SWAP(na, nb);
			}
			if (na == TYPE_INT && nb == TYPE_INT) {
				valid = true;
				ret_type = TYPE_INT;
			} else if (na == TYPE_IVEC2 && nb == TYPE_INT) {
				valid = true;
				ret_type = TYPE_IVEC2;
			} else if (na == TYPE_IVEC3 && nb == TYPE_INT) {