### 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 (next_token.type == TK_BRACKET_OPEN) {
							_get_token(); 
							_get_token(); 
							next_token = _get_token();
						}
						_set_tkpos(prev_pos);
						ShaderNode::Varying &var = shader->varyings[identifier];
						String error;
						if (is_token_operator_assign(next_token.type)) {
							if (!_validate_varying_assign(shader->varyings[identifier], &error)) {
								_set_error(error);
								return nullptr;
							}
						} else {
							switch (var.stage) {
								case ShaderNode::Varying::STAGE_UNKNOWN: {
									if (var.type < TYPE_INT) {
										if (current_function == varying_function_names.vertex) {
											_set_error(vformat(RTR("Varying with '%s' data type may only be used in the 'fragment' function."), get_datatype_name(var.type)));
										} else {
											_set_error(vformat(RTR("Varying '%s' must be assigned in the 'fragment' function first."), identifier));
										}
										return nullptr;
									}
								} break;
								case ShaderNode::Varying::STAGE_VERTEX:
									if (current_function == varying_function_names.fragment || current_function == varying_function_names.light) {
										var.stage = ShaderNode::Varying::STAGE_VERTEX_TO_FRAGMENT_LIGHT;
									}