### 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 (tk.type != TK_PARENTHESIS_CLOSE) {
										_set_expected_error(")");
										return ERR_PARSE_ERROR;
									}
									new_hint = ShaderNode::Uniform::HINT_RANGE;
								} break;
								case TK_HINT_INSTANCE_INDEX: {
									if (custom_instance_index != -1) {
										_set_error(vformat(RTR("Can only specify '%s' once."), "instance_index"));
										return ERR_PARSE_ERROR;
									}
									tk = _get_token();
									if (tk.type != TK_PARENTHESIS_OPEN) {
										_set_expected_after_error("(", "instance_index");
										return ERR_PARSE_ERROR;
									}
									tk = _get_token();
									if (tk.type == TK_OP_SUB) {
										_set_error(RTR("The instance index can't be negative."));
										return ERR_PARSE_ERROR;
									}
									if (!tk.is_integer_constant()) {
										_set_error(RTR("Expected an integer constant."));
										return ERR_PARSE_ERROR;
									}
									custom_instance_index = tk.constant;
									current_uniform_instance_index_defined = true;
									if (custom_instance_index >= MAX_INSTANCE_UNIFORM_INDICES) {