### Godot version

v4.0.2.stable.official [7a0977ce2]

### System information

GNU/Linux, GLES3 & Vulkan, Intel UHD 770

### Issue description

When passing arrays of color objects to the shader, the shader program cannot get the values, even when converted to vector arrays.

And source_color hint does not convert colors correctly when passed through an array.

```
var colors := [
	Color.hex(0x0088ffff),
	Color.hex(0xff000088),
	Color.hex(0x00ff0000),
	Color.hex(0x0000ffff),
]
func _ready() -> void:
	var shader: ShaderMaterial = mesh.material
	shader.set_shader_parameter("vec4_no_hint", colors)
	shader.set_shader_parameter("vec4_hint", colors)
	shader.set_shader_parameter("vec3_no_hint", colors)
	shader.set_shader_parameter("vec3_hint", colors)
	var cvt_colors = colors.map(func (c): return Vector4(c.r, c.g, c.b, c.a))
	shader.set_shader_parameter("cvt_vec4_no_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec4_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec3_no_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec3_hint", cvt_colors)
```

Result With GLES3:
![图片](https://user-images.githubusercontent.com/20413045/232321140-3118a776-e76e-4e73-954f-c7b4f155d1ec.png)

Result With Vulkan:
![图片](https://user-images.githubusercontent.com/20413045/232321207-d52cb2e5-c644-40a8-89ee-71da8b58e408.png)


### Steps to reproduce

Open the sample project attached, open the test scene, switch to the 3D tab, you will see it.

### Minimal reproduction project

[test-color-uniform-array.tar.gz](https://github.com/godotengine/godot/files/11242561/test-color-uniform-array.tar.gz)

if (transparency == TRANSPARENCY_ALPHA_SCISSOR) {
		code += "uniform float alpha_scissor_threshold;\n";
	} else if (transparency == TRANSPARENCY_ALPHA_HASH) {
		code += "uniform float alpha_hash_scale;\n";
	}
	
	if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF &&
			(transparency == TRANSPARENCY_ALPHA_SCISSOR || transparency == TRANSPARENCY_ALPHA_HASH)) {
		code += "uniform float alpha_antialiasing_edge;\n";
		code += "uniform ivec2 albedo_texture_size;\n";
	}
	code += "uniform float point_size : hint_range(0,128);\n";
	
	if (!orm) {
		code += "uniform float roughness : hint_range(0,1);\n";
		code += "uniform sampler2D texture_metallic : hint_default_white," + texfilter_str + ";\n";
		code += "uniform vec4 metallic_texture_channel;\n";
		switch (roughness_texture_channel) {
			case TEXTURE_CHANNEL_RED: {
				code += "uniform sampler2D texture_roughness : hint_roughness_r," + texfilter_str + ";\n";
			} break;
			case TEXTURE_CHANNEL_GREEN: {
				code += "uniform sampler2D texture_roughness : hint_roughness_g," + texfilter_str + ";\n";
			} break;
			case TEXTURE_CHANNEL_BLUE: {
				code += "uniform sampler2D texture_roughness : hint_roughness_b," + texfilter_str + ";\n";
			} break;
			case TEXTURE_CHANNEL_ALPHA: {
				code += "uniform sampler2D texture_roughness : hint_roughness_a," + texfilter_str + ";\n";