### 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
}
}
			arg_list += arg_name;
		}
		_set_error(vformat(RTR("Invalid arguments for the built-in function: \"%s(%s)\"."), String(name), arg_list));
		return false;
	}
	
	StringName exclude_function;
	BlockNode *block = p_block;
	while (block) {
		if (block->parent_function) {
			exclude_function = block->parent_function->name;
		}
		block = block->parent_block;
	}
	if (name == exclude_function) {
		_set_error(RTR("Recursion is not allowed."));
		return false;
	}
	int last_arg_count = 0;
	String arg_list = "";
	for (int i = 0; i < shader->functions.size(); i++) {
		if (name != shader->functions[i].name) {
			continue;
		}
		if (!shader->functions[i].callable) {
			_set_error(vformat(RTR("Function '%s' can't be called from source code."), String(name)));
			return false;
		}
		FunctionNode *pfunc = shader->functions[i].function;