### 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
}
if (version.is_null()) {
		version = MaterialStorage::get_singleton()->shaders.sky_shader.version_create();
	}
#if 0
	print_line("**compiling shader:");
	print_line("**defines:\n");
	for (int i = 0; i < gen_code.defines.size(); i++) {
		print_line(gen_code.defines[i]);
	}
	HashMap<String, String>::Iterator el = gen_code.code.begin();
	while (el) {
		print_line("\n**code " + el->key + ":\n" + el->value);
		++el;
	}
	print_line("\n**uniforms:\n" + gen_code.uniforms);
	print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);
	print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);
#endif
	LocalVector<ShaderGLES3::TextureUniformData> texture_uniform_data = get_texture_uniform_data(gen_code.texture_uniforms);
	MaterialStorage::get_singleton()->shaders.sky_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines, texture_uniform_data);
	ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.sky_shader.version_is_valid(version));
	ubo_size = gen_code.uniform_total_size;
	ubo_offsets = gen_code.uniform_offsets;
	texture_uniforms = gen_code.texture_uniforms;
	valid = true;
}
bool SkyShaderData::is_animated() const {
	return false;
}
bool SkyShaderData::casts_shadows() const {