### 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
}
return ERR_PARSE_ERROR;
								}
							}
							tk = _get_token();
						} else {
							if (constant.array_size > 0 || unknown_size) {
								_set_error(RTR("Expected array initialization."));
								return ERR_PARSE_ERROR;
							} else {
								_set_error(RTR("Expected initialization of constant."));
								return ERR_PARSE_ERROR;
							}
						}
						shader->constants[name] = constant;
						shader->vconstants.push_back(constant);
#ifdef DEBUG_ENABLED
						if (check_warnings && HAS_WARNING(ShaderWarning::UNUSED_CONSTANT_FLAG)) {
							used_constants.insert(name, Usage(tk_line));
						}
#endif 
						if (tk.type == TK_COMMA) {
							tk = _get_token();
							if (tk.type != TK_IDENTIFIER) {
								_set_error(RTR("Expected an identifier after type."));
								return ERR_PARSE_ERROR;
							}
							name = tk.text;
							if (_find_identifier(nullptr, false, constants, name)) {
								_set_redefinition_error(String(name));
								return ERR_PARSE_ERROR;