### 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
}
if (block->block_type == BlockNode::BLOCK_TYPE_CASE || block->block_type == BlockNode::BLOCK_TYPE_DEFAULT) {
					return OK;
				}
				block = block->parent_block;
			}
		} else if (tk.type == TK_CF_CONTINUE) {
			if (!p_can_continue) {
				_set_error(vformat(RTR("'%s' is not allowed outside of a loop."), "continue"));
				return ERR_PARSE_ERROR;
			}
			ControlFlowNode *flow = alloc_node<ControlFlowNode>();
			flow->flow_op = FLOW_OP_CONTINUE;
			pos = _get_tkpos();
			tk = _get_token();
			if (tk.type != TK_SEMICOLON) {
				
				_set_expected_after_error(";", "continue");
				return ERR_PARSE_ERROR;
			}
			p_block->statements.push_back(flow);
		} else {
			
			_set_tkpos(pos); 
			Node *expr = _parse_and_reduce_expression(p_block, p_function_info);
			if (!expr) {
				return ERR_PARSE_ERROR;
			}
			is_condition = expr->type == Node::NODE_TYPE_OPERATOR && expr->get_datatype() == TYPE_BOOL;
			if (expr->type == Node::NODE_TYPE_OPERATOR) {
				OperatorNode *op = static_cast<OperatorNode *>(expr);