### 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
}
} break;
		case RS::GLOBAL_VAR_TYPE_UVEC3: {
			GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index];
			Vector3i v = p_value;
			bv.x = v.x;
			bv.y = v.y;
			bv.z = v.z;
			bv.w = 0;
		} break;
		case RS::GLOBAL_VAR_TYPE_UVEC4: {
			GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index];
			Vector<int32_t> v = p_value;
			bv.x = v.size() >= 1 ? v[0] : 0;
			bv.y = v.size() >= 2 ? v[1] : 0;
			bv.z = v.size() >= 3 ? v[2] : 0;
			bv.w = v.size() >= 4 ? v[3] : 0;
		} break;
		case RS::GLOBAL_VAR_TYPE_FLOAT: {
			GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
			float v = p_value;
			bv.x = v;
			bv.y = 0;
			bv.z = 0;
			bv.w = 0;
		} break;
		case RS::GLOBAL_VAR_TYPE_VEC2: {
			GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
			Vector2 v = p_value;
			bv.x = v.x;
			bv.y = v.y;