### 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)

GDCLASS(ShaderGlobalsEditorInterface, Object)
	void _set_var(const StringName &p_name, const Variant &p_value, const Variant &p_prev_value) {
		EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
		undo_redo->create_action(TTR("Set Shader Global Variable"));
		undo_redo->add_do_method(RS::get_singleton(), "global_shader_parameter_set", p_name, p_value);
		undo_redo->add_undo_method(RS::get_singleton(), "global_shader_parameter_set", p_name, p_prev_value);
		RS::GlobalShaderParameterType type = RS::get_singleton()->global_shader_parameter_get_type(p_name);
		Dictionary gv;
		gv["type"] = global_var_type_names[type];
		if (type >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) {
			Ref<Resource> res = p_value;
			if (res.is_valid()) {
				gv["value"] = res->get_path();
			} else {
				gv["value"] = "";
			}
		} else {
			gv["value"] = p_value;
		}
		String path = "shader_globals/" + String(p_name);
		undo_redo->add_do_property(ProjectSettings::get_singleton(), path, gv);
		undo_redo->add_undo_property(ProjectSettings::get_singleton(), path, GLOBAL_GET(path));
		undo_redo->add_do_method(this, "_var_changed");
		undo_redo->add_undo_method(this, "_var_changed");
		block_update = true;
		undo_redo->commit_action();
		block_update = false;
	}
	void _var_changed() {