### 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
}
}
					} else if (tk.type != TK_SEMICOLON) {
						_set_expected_error(";", ".");
						return ERR_PARSE_ERROR;
					}
				} else {
					if (tk.type != TK_SEMICOLON) {
						if (current_uniform_group_name.is_empty()) {
							_set_error(RTR("Expected an uniform group identifier."));
						} else {
							_set_error(RTR("Expected an uniform group identifier or `;`."));
						}
						return ERR_PARSE_ERROR;
					} else if (current_uniform_group_name.is_empty()) {
						_set_error(RTR("Group needs to be opened before."));
						return ERR_PARSE_ERROR;
					} else {
						current_uniform_group_name = "";
						current_uniform_subgroup_name = "";
					}
				}
			} break;
			case TK_SHADER_TYPE: {
				_set_error(RTR("Shader type is already defined."));
				return ERR_PARSE_ERROR;
			} break;
			default: {
				
				bool is_constant = false;
				bool is_struct = false;