### 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)

for (const KeyValue<ShaderWarning::Code, HashMap<StringName, HashMap<StringName, Usage>> *> &E : warnings_check_map2) {
		for (const KeyValue<StringName, HashMap<StringName, Usage>> &T : *E.value) {
			for (const KeyValue<StringName, Usage> &U : T.value) {
				if (!U.value.used) {
					_add_warning(E.key, U.value.decl_line, U.key);
				}
			}
		}
	}
	for (const KeyValue<ShaderWarning::Code, HashMap<StringName, Usage> *> &E : warnings_check_map) {
		for (const KeyValue<StringName, Usage> &U : (*E.value)) {
			if (!U.value.used) {
				_add_warning(E.key, U.value.decl_line, U.key);
			}
		}
	}
}
List<ShaderWarning>::Element *ShaderLanguage::get_warnings_ptr() {
	return warnings.front();
}
void ShaderLanguage::enable_warning_checking(bool p_enabled) {
	check_warnings = p_enabled;
}
bool ShaderLanguage::is_warning_checking_enabled() const {