### 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)

code += "	vec2 base_uv2 = UV2;\n";
	}
	if (features[FEATURE_HEIGHT_MAPPING] && flags[FLAG_UV1_USE_TRIPLANAR]) {
		
		
		
		if (textures[TEXTURE_ALBEDO].is_valid()) {
			WARN_PRINT(vformat("%s (albedo %s): Height mapping is not supported on triplanar materials. Ignoring height mapping in favor of triplanar mapping.", get_path(), textures[TEXTURE_ALBEDO]->get_path()));
		} else if (!get_path().is_empty()) {
			WARN_PRINT(vformat("%s: Height mapping is not supported on triplanar materials. Ignoring height mapping in favor of triplanar mapping.", get_path()));
		} else {
			
			WARN_PRINT("Height mapping is not supported on triplanar materials. Ignoring height mapping in favor of triplanar mapping.");
		}
	}
	if (!RenderingServer::get_singleton()->is_low_end() && features[FEATURE_HEIGHT_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) { 
		code += "	{\n";
		code += "		vec3 view_dir = normalize(normalize(-VERTEX)*mat3(TANGENT*heightmap_flip.x,-BINORMAL*heightmap_flip.y,NORMAL));\n"; 
		if (deep_parallax) {
			code += "		float num_layers = mix(float(heightmap_max_layers),float(heightmap_min_layers), abs(dot(vec3(0.0, 0.0, 1.0), view_dir)));\n";
			code += "		float layer_depth = 1.0 / num_layers;\n";
			code += "		float current_layer_depth = 0.0;\n";
			
			code += "		vec2 P = view_dir.xy * heightmap_scale * 0.01;\n";
			code += "		vec2 delta = P / num_layers;\n";
			code += "		vec2 ofs = base_uv;\n";
			if (flags[FLAG_INVERT_HEIGHTMAP]) {
				code += "		float depth = texture(texture_heightmap, ofs).r;\n";
			} else {
				code += "		float depth = 1.0 - texture(texture_heightmap, ofs).r;\n";