### 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
}
transmittance_boost = p_boost;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->transmittance_boost, p_boost);
}
float BaseMaterial3D::get_transmittance_boost() const {
	return transmittance_boost;
}
void BaseMaterial3D::set_backlight(const Color &p_backlight) {
	backlight = p_backlight;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->backlight, backlight);
}
Color BaseMaterial3D::get_backlight() const {
	return backlight;
}
void BaseMaterial3D::set_refraction(float p_refraction) {
	refraction = p_refraction;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->refraction, refraction);
}
float BaseMaterial3D::get_refraction() const {
	return refraction;
}
void BaseMaterial3D::set_detail_uv(DetailUV p_detail_uv) {
	if (detail_uv == p_detail_uv) {
		return;
	}
	detail_uv = p_detail_uv;
	_queue_shader_change();
}
BaseMaterial3D::DetailUV BaseMaterial3D::get_detail_uv() const {