### 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
}
bool reading_type = false;
	String cur_identifier;
	for (int i = _get_first_ident_pos(p_code); i < p_code.length(); i++) {
		if (p_code[i] == ';') {
			break;
		} else if (p_code[i] <= 32) {
			if (!cur_identifier.is_empty()) {
				if (!reading_type) {
					if (cur_identifier != "shader_type") {
						return String();
					}
					reading_type = true;
					cur_identifier = String();
				} else {
					return cur_identifier;
				}
			}
		} else {
			cur_identifier += String::chr(p_code[i]);
		}
	}
	if (reading_type) {
		return cur_identifier;
	}
	return String();
}
bool ShaderLanguage::is_builtin_func_out_parameter(const String &p_name, int p_param) {