### 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
}
}
			DataPrecision precision = PRECISION_DEFAULT;
			if (is_token_precision(tk.type)) {
				precision = get_token_precision(tk.type);
				tk = _get_token();
				if (!is_struct) {
					is_struct = shader->structs.has(tk.text); 
				}
#ifdef DEBUG_ENABLED
				if (keyword_completion_context & precision_flag) {
					keyword_completion_context ^= precision_flag;
				}
#endif 
			}
#ifdef DEBUG_ENABLED
			if (is_const && _lookup_next(next)) {
				if (is_token_precision(next.type)) {
					keyword_completion_context = CF_UNSPECIFIED;
				}
				if (is_token_datatype(next.type)) {
					keyword_completion_context ^= CF_DATATYPE;
				}
			}
#endif 
			if (precision != PRECISION_DEFAULT) {
				if (!is_token_nonvoid_datatype(tk.type)) {
					_set_error(RTR("Expected variable type after precision modifier."));
					return ERR_PARSE_ERROR;
				}
			}