### Godot version

v4.0.2.stable.official [7a0977ce2]

### System information

GNU/Linux, GLES3 & Vulkan, Intel UHD 770

### Issue description

When passing arrays of color objects to the shader, the shader program cannot get the values, even when converted to vector arrays.

And source_color hint does not convert colors correctly when passed through an array.

```
var colors := [
	Color.hex(0x0088ffff),
	Color.hex(0xff000088),
	Color.hex(0x00ff0000),
	Color.hex(0x0000ffff),
]
func _ready() -> void:
	var shader: ShaderMaterial = mesh.material
	shader.set_shader_parameter("vec4_no_hint", colors)
	shader.set_shader_parameter("vec4_hint", colors)
	shader.set_shader_parameter("vec3_no_hint", colors)
	shader.set_shader_parameter("vec3_hint", colors)
	var cvt_colors = colors.map(func (c): return Vector4(c.r, c.g, c.b, c.a))
	shader.set_shader_parameter("cvt_vec4_no_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec4_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec3_no_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec3_hint", cvt_colors)
```

Result With GLES3:
![图片](https://user-images.githubusercontent.com/20413045/232321140-3118a776-e76e-4e73-954f-c7b4f155d1ec.png)

Result With Vulkan:
![图片](https://user-images.githubusercontent.com/20413045/232321207-d52cb2e5-c644-40a8-89ee-71da8b58e408.png)


### Steps to reproduce

Open the sample project attached, open the test scene, switch to the 3D tab, you will see it.

### Minimal reproduction project

[test-color-uniform-array.tar.gz](https://github.com/godotengine/godot/files/11242561/test-color-uniform-array.tar.gz)

{ 
		Vector<uint8_t> pv;
		pv.resize(6 * 4);
		{
			uint8_t *w = pv.ptrw();
			int *p32 = (int *)w;
			p32[0] = 0;
			p32[1] = 1;
			p32[2] = 2;
			p32[3] = 0;
			p32[4] = 2;
			p32[5] = 3;
		}
		quad_index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
		quad_index_array = RD::get_singleton()->index_array_create(quad_index_buffer, 0, 6);
	}
	
	for (int i = 0; i < SHADER_TYPE_MAX; i++) {
		shader_data_request_func[i] = nullptr;
	}
	static_assert(sizeof(GlobalShaderUniforms::Value) == 16);
	global_shader_uniforms.buffer_size = MAX(4096, (int)GLOBAL_GET("rendering/limits/global_shader_variables/buffer_size"));
	global_shader_uniforms.buffer_values = memnew_arr(GlobalShaderUniforms::Value, global_shader_uniforms.buffer_size);
	memset(global_shader_uniforms.buffer_values, 0, sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size);
	global_shader_uniforms.buffer_usage = memnew_arr(GlobalShaderUniforms::ValueUsage, global_shader_uniforms.buffer_size);
	global_shader_uniforms.buffer_dirty_regions = memnew_arr(bool, global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE);
	memset(global_shader_uniforms.buffer_dirty_regions, 0, sizeof(bool) * global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE);
	global_shader_uniforms.buffer = RD::get_singleton()->storage_buffer_create(sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size);
}
MaterialStorage::~MaterialStorage() {