### 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)

ClassDB::bind_method(D_METHOD("get_diffuse_mode"), &BaseMaterial3D::get_diffuse_mode);
	ClassDB::bind_method(D_METHOD("set_specular_mode", "specular_mode"), &BaseMaterial3D::set_specular_mode);
	ClassDB::bind_method(D_METHOD("get_specular_mode"), &BaseMaterial3D::get_specular_mode);
	ClassDB::bind_method(D_METHOD("set_flag", "flag", "enable"), &BaseMaterial3D::set_flag);
	ClassDB::bind_method(D_METHOD("get_flag", "flag"), &BaseMaterial3D::get_flag);
	ClassDB::bind_method(D_METHOD("set_texture_filter", "mode"), &BaseMaterial3D::set_texture_filter);
	ClassDB::bind_method(D_METHOD("get_texture_filter"), &BaseMaterial3D::get_texture_filter);
	ClassDB::bind_method(D_METHOD("set_feature", "feature", "enable"), &BaseMaterial3D::set_feature);
	ClassDB::bind_method(D_METHOD("get_feature", "feature"), &BaseMaterial3D::get_feature);
	ClassDB::bind_method(D_METHOD("set_texture", "param", "texture"), &BaseMaterial3D::set_texture);
	ClassDB::bind_method(D_METHOD("get_texture", "param"), &BaseMaterial3D::get_texture);
	ClassDB::bind_method(D_METHOD("set_detail_blend_mode", "detail_blend_mode"), &BaseMaterial3D::set_detail_blend_mode);
	ClassDB::bind_method(D_METHOD("get_detail_blend_mode"), &BaseMaterial3D::get_detail_blend_mode);
	ClassDB::bind_method(D_METHOD("set_uv1_scale", "scale"), &BaseMaterial3D::set_uv1_scale);
	ClassDB::bind_method(D_METHOD("get_uv1_scale"), &BaseMaterial3D::get_uv1_scale);
	ClassDB::bind_method(D_METHOD("set_uv1_offset", "offset"), &BaseMaterial3D::set_uv1_offset);
	ClassDB::bind_method(D_METHOD("get_uv1_offset"), &BaseMaterial3D::get_uv1_offset);
	ClassDB::bind_method(D_METHOD("set_uv1_triplanar_blend_sharpness", "sharpness"), &BaseMaterial3D::set_uv1_triplanar_blend_sharpness);
	ClassDB::bind_method(D_METHOD("get_uv1_triplanar_blend_sharpness"), &BaseMaterial3D::get_uv1_triplanar_blend_sharpness);
	ClassDB::bind_method(D_METHOD("set_uv2_scale", "scale"), &BaseMaterial3D::set_uv2_scale);
	ClassDB::bind_method(D_METHOD("get_uv2_scale"), &BaseMaterial3D::get_uv2_scale);
	ClassDB::bind_method(D_METHOD("set_uv2_offset", "offset"), &BaseMaterial3D::set_uv2_offset);
	ClassDB::bind_method(D_METHOD("get_uv2_offset"), &BaseMaterial3D::get_uv2_offset);
	ClassDB::bind_method(D_METHOD("set_uv2_triplanar_blend_sharpness", "sharpness"), &BaseMaterial3D::set_uv2_triplanar_blend_sharpness);
	ClassDB::bind_method(D_METHOD("get_uv2_triplanar_blend_sharpness"), &BaseMaterial3D::get_uv2_triplanar_blend_sharpness);
	ClassDB::bind_method(D_METHOD("set_billboard_mode", "mode"), &BaseMaterial3D::set_billboard_mode);
	ClassDB::bind_method(D_METHOD("get_billboard_mode"), &BaseMaterial3D::get_billboard_mode);
	ClassDB::bind_method(D_METHOD("set_particles_anim_h_frames", "frames"), &BaseMaterial3D::set_particles_anim_h_frames);
	ClassDB::bind_method(D_METHOD("get_particles_anim_h_frames"), &BaseMaterial3D::get_particles_anim_h_frames);
	ClassDB::bind_method(D_METHOD("set_particles_anim_v_frames", "frames"), &BaseMaterial3D::set_particles_anim_v_frames);