### 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)

return OK;
		} break;
		case COMPLETION_CALL_ARGUMENTS: {
			StringName block_function;
			BlockNode *block = completion_block;
			while (block) {
				if (block->parent_function) {
					block_function = block->parent_function->name;
				}
				block = block->parent_block;
			}
			for (int i = 0; i < shader->functions.size(); i++) {
				if (!shader->functions[i].callable) {
					continue;
				}
				if (shader->functions[i].name == completion_function) {
					String calltip;
					calltip += get_datatype_name(shader->functions[i].function->return_type);
					if (shader->functions[i].function->return_array_size > 0) {
						calltip += "[";
						calltip += itos(shader->functions[i].function->return_array_size);
						calltip += "]";
					}
					calltip += " ";
					calltip += shader->functions[i].name;
					calltip += "(";
					for (int j = 0; j < shader->functions[i].function->arguments.size(); j++) {
						if (j > 0) {
							calltip += ", ";
						} else {