### 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
}
GLES3::Shader *shader = shader_owner.get_or_null(p_shader);
	ERR_FAIL_COND(!shader);
	shader->code = p_code;
	String mode_string = ShaderLanguage::get_shader_type(p_code);
	RS::ShaderMode new_mode;
	if (mode_string == "canvas_item") {
		new_mode = RS::SHADER_CANVAS_ITEM;
	} else if (mode_string == "particles") {
		new_mode = RS::SHADER_PARTICLES;
	} else if (mode_string == "spatial") {
		new_mode = RS::SHADER_SPATIAL;
	} else if (mode_string == "sky") {
		new_mode = RS::SHADER_SKY;
		
		
	} else {
		new_mode = RS::SHADER_MAX;
		ERR_PRINT("shader type " + mode_string + " not supported in OpenGL renderer");
	}
	if (new_mode != shader->mode) {
		if (shader->data) {
			memdelete(shader->data);
			shader->data = nullptr;
		}
		for (Material *E : shader->owners) {
			Material *material = E;