### 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
}
{ "bitfieldInsert", TYPE_IVEC3, { TYPE_IVEC3, TYPE_IVEC3, TYPE_INT, TYPE_INT, TYPE_VOID }, { "base", "insert", "offset", "bits" }, TAG_GLOBAL, true },
	{ "bitfieldInsert", TYPE_IVEC4, { TYPE_IVEC4, TYPE_IVEC4, TYPE_INT, TYPE_INT, TYPE_VOID }, { "base", "insert", "offset", "bits" }, TAG_GLOBAL, true },
	{ "bitfieldInsert", TYPE_UINT, { TYPE_UINT, TYPE_UINT, TYPE_INT, TYPE_INT, TYPE_VOID }, { "base", "insert", "offset", "bits" }, TAG_GLOBAL, true },
	{ "bitfieldInsert", TYPE_UVEC2, { TYPE_UVEC2, TYPE_UVEC2, TYPE_INT, TYPE_INT, TYPE_VOID }, { "base", "insert", "offset", "bits" }, TAG_GLOBAL, true },
	{ "bitfieldInsert", TYPE_UVEC3, { TYPE_UVEC3, TYPE_UVEC3, TYPE_INT, TYPE_INT, TYPE_VOID }, { "base", "insert", "offset", "bits" }, TAG_GLOBAL, true },
	{ "bitfieldInsert", TYPE_UVEC4, { TYPE_UVEC4, TYPE_UVEC4, TYPE_INT, TYPE_INT, TYPE_VOID }, { "base", "insert", "offset", "bits" }, TAG_GLOBAL, true },
	
	{ "bitfieldReverse", TYPE_INT, { TYPE_INT, TYPE_VOID }, { "value" }, TAG_GLOBAL, true },
	{ "bitfieldReverse", TYPE_IVEC2, { TYPE_IVEC2, TYPE_VOID }, { "value" }, TAG_GLOBAL, true },
	{ "bitfieldReverse", TYPE_IVEC3, { TYPE_IVEC3, TYPE_VOID }, { "value" }, TAG_GLOBAL, true },
	{ "bitfieldReverse", TYPE_IVEC4, { TYPE_IVEC4, TYPE_VOID }, { "value" }, TAG_GLOBAL, true },
	{ "bitfieldReverse", TYPE_UINT, { TYPE_UINT, TYPE_VOID }, { "value" }, TAG_GLOBAL, true },
	{ "bitfieldReverse", TYPE_UVEC2, { TYPE_UVEC2, TYPE_VOID }, { "value" }, TAG_GLOBAL, true },
	{ "bitfieldReverse", TYPE_UVEC3, { TYPE_UVEC3, TYPE_VOID }, { "value" }, TAG_GLOBAL, true },
	{ "bitfieldReverse", TYPE_UVEC4, { TYPE_UVEC4, TYPE_VOID }, { "value" }, TAG_GLOBAL, true },
	
	{ "bitCount", TYPE_INT, { TYPE_INT, TYPE_VOID }, { "value" }, TAG_GLOBAL, true },
	{ "bitCount", TYPE_IVEC2, { TYPE_IVEC2, TYPE_VOID }, { "value" }, TAG_GLOBAL, true },
	{ "bitCount", TYPE_IVEC3, { TYPE_IVEC3, TYPE_VOID }, { "value" }, TAG_GLOBAL, true },
	{ "bitCount", TYPE_IVEC4, { TYPE_IVEC4, TYPE_VOID }, { "value" }, TAG_GLOBAL, true },
	{ "bitCount", TYPE_UINT, { TYPE_UINT, TYPE_VOID }, { "value" }, TAG_GLOBAL, true },
	{ "bitCount", TYPE_UVEC2, { TYPE_UVEC2, TYPE_VOID }, { "value" }, TAG_GLOBAL, true },
	{ "bitCount", TYPE_UVEC3, { TYPE_UVEC3, TYPE_VOID }, { "value" }, TAG_GLOBAL, true },
	{ "bitCount", TYPE_UVEC4, { TYPE_UVEC4, TYPE_VOID }, { "value" }, TAG_GLOBAL, true },
	
	{ "findLSB", TYPE_INT, { TYPE_INT, TYPE_VOID }, { "value" }, TAG_GLOBAL, true },
	{ "findLSB", TYPE_IVEC2, { TYPE_IVEC2, TYPE_VOID }, { "value" }, TAG_GLOBAL, true },
	{ "findLSB", TYPE_IVEC3, { TYPE_IVEC3, TYPE_VOID }, { "value" }, TAG_GLOBAL, true },
	{ "findLSB", TYPE_IVEC4, { TYPE_IVEC4, TYPE_VOID }, { "value" }, TAG_GLOBAL, true },
	{ "findLSB", TYPE_UINT, { TYPE_UINT, TYPE_VOID }, { "value" }, TAG_GLOBAL, true },