### 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
}
expr = func;
				} else { 
					if (p_block == nullptr) { 
						if (is_const_decl) {
							_set_error(RTR("Expected constant expression."));
						}
						return nullptr;
					}
					const StringName &name = identifier;
					OperatorNode *func = alloc_node<OperatorNode>();
					func->op = OP_CALL;
					VariableNode *funcname = alloc_node<VariableNode>();
					funcname->name = name;
					func->arguments.push_back(funcname);
					int carg = -1;
					bool ok = _parse_function_arguments(p_block, p_function_info, func, &carg);
					
					ShaderLanguage::BlockNode *bnode = p_block;
					while (bnode) {
						if (bnode->variables.has(name)) {
							_set_error(RTR("Expected a function name."));
							return nullptr;
						}
						bnode = bnode->parent_block;
					}
					
					int function_index = -1;
					for (int i = 0; i < shader->functions.size(); i++) {
						if (shader->functions[i].name == name) {