### 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
}
ERR_FAIL_COND(global_shader_uniforms.variables.has(p_name));
	GlobalShaderUniforms::Variable gv;
	gv.type = p_type;
	gv.value = p_value;
	gv.buffer_index = -1;
	if (p_type >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) {
		
		global_shader_uniforms.must_update_texture_materials = true; 
	} else {
		gv.buffer_elements = 1;
		if (p_type == RS::GLOBAL_VAR_TYPE_COLOR || p_type == RS::GLOBAL_VAR_TYPE_MAT2) {
			
			gv.buffer_elements = 2;
		}
		if (p_type == RS::GLOBAL_VAR_TYPE_MAT3 || p_type == RS::GLOBAL_VAR_TYPE_TRANSFORM_2D) {
			
			gv.buffer_elements = 3;
		}
		if (p_type == RS::GLOBAL_VAR_TYPE_MAT4 || p_type == RS::GLOBAL_VAR_TYPE_TRANSFORM) {
			
			gv.buffer_elements = 4;
		}
		
		gv.buffer_index = _global_shader_uniform_allocate(gv.buffer_elements);
		ERR_FAIL_COND_MSG(gv.buffer_index < 0, vformat("Failed allocating global variable '%s' out of buffer memory. Consider increasing it in the Project Settings.", String(p_name)));
		global_shader_uniforms.buffer_usage[gv.buffer_index].elements = gv.buffer_elements;
		_global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value);