### 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)

actions.render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
		}
		actions.render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
		actions.render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
		actions.render_mode_defines["sss_mode_skin"] = "#define SSS_MODE_SKIN\n";
		actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
		actions.render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
		actions.render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
		actions.render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
		actions.render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
		actions.render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
		actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
		actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
		actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
		actions.check_multiview_samplers = RasterizerGLES3::get_singleton()->is_xr_enabled();
		actions.global_buffer_array_variable = "global_shader_uniforms";
		shaders.compiler_scene.initialize(actions);
	}
	{
		
		ShaderCompiler::DefaultIdentifierActions actions;
		actions.renames["COLOR"] = "out_color";
		actions.renames["VELOCITY"] = "out_velocity_flags.xyz";
		
		actions.renames["ACTIVE"] = "particle_active";
		actions.renames["RESTART"] = "restart";
		actions.renames["CUSTOM"] = "out_custom";
		for (int i = 0; i < PARTICLES_MAX_USERDATAS; i++) {
			String udname = "USERDATA" + itos(i + 1);
			actions.renames[udname] = "out_userdata" + itos(i + 1);