### 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
}
return check_warnings;
}
void ShaderLanguage::set_warning_flags(uint32_t p_flags) {
	warning_flags = p_flags;
}
uint32_t ShaderLanguage::get_warning_flags() const {
	return warning_flags;
}
#endif 
Error ShaderLanguage::compile(const String &p_code, const ShaderCompileInfo &p_info) {
	clear();
	is_shader_inc = p_info.is_include;
	code = p_code;
	global_shader_uniform_get_type_func = p_info.global_shader_uniform_type_func;
	varying_function_names = p_info.varying_function_names;
	nodes = nullptr;
	shader = alloc_node<ShaderNode>();
	Error err = _parse_shader(p_info.functions, p_info.render_modes, p_info.shader_types);
#ifdef DEBUG_ENABLED
	if (check_warnings) {
		_check_warning_accums();
	}
#endif 
	if (err != OK) {
		return err;
	}
	return OK;
}
Error ShaderLanguage::complete(const String &p_code, const ShaderCompileInfo &p_info, List<ScriptLanguage::CodeCompletionOption> *r_options, String &r_call_hint) {