### 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
}
do_block = alloc_node<BlockNode>();
				do_block->parent_block = p_block;
				Error err = _parse_block(do_block, p_function_info, true, true, true);
				if (err) {
					return err;
				}
				tk = _get_token();
				if (tk.type != TK_CF_WHILE) {
					_set_expected_after_error("while", "do");
					return ERR_PARSE_ERROR;
				}
			}
			tk = _get_token();
			if (tk.type != TK_PARENTHESIS_OPEN) {
				_set_expected_after_error("(", "while");
				return ERR_PARSE_ERROR;
			}
			ControlFlowNode *cf = alloc_node<ControlFlowNode>();
			if (is_do) {
				cf->flow_op = FLOW_OP_DO;
			} else {
				cf->flow_op = FLOW_OP_WHILE;
			}
			Node *n = _parse_and_reduce_expression(p_block, p_function_info);
			if (!n) {
				return ERR_PARSE_ERROR;
			}
			tk = _get_token();
			if (tk.type != TK_PARENTHESIS_CLOSE) {
				_set_expected_error(")");