### 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 (transparency == TRANSPARENCY_ALPHA_HASH || transparency == TRANSPARENCY_ALPHA_SCISSOR) {
		
		if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE) {
			code += ",alpha_to_coverage";
		} else if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE) {
			code += ",alpha_to_coverage_and_one";
		}
	}
	code += ";\n";
	code += "uniform vec4 albedo : source_color;\n";
	code += "uniform sampler2D texture_albedo : source_color," + texfilter_str + ";\n";
	if (grow_enabled) {
		code += "uniform float grow;\n";
	}
	if (proximity_fade_enabled) {
		code += "uniform float proximity_fade_distance;\n";
	}
	if (distance_fade != DISTANCE_FADE_DISABLED) {
		code += "uniform float distance_fade_min;\n";
		code += "uniform float distance_fade_max;\n";
	}
	if (flags[FLAG_ALBEDO_TEXTURE_MSDF]) {
		code += "uniform float msdf_pixel_range;\n";
		code += "uniform float msdf_outline_size;\n";
	}