### 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 {
					Basis p;
					p[0][0] = p_value[0].real;
					p[0][1] = p_value[1].real;
					p[0][2] = p_value[2].real;
					p[1][0] = p_value[3].real;
					p[1][1] = p_value[4].real;
					p[1][2] = p_value[5].real;
					p[2][0] = p_value[6].real;
					p[2][1] = p_value[7].real;
					p[2][2] = p_value[8].real;
					value = Variant(p);
				}
				break;
			}
			case ShaderLanguage::TYPE_MAT4: {
				if (array_size > 0) {
					array_size *= 16;
					PackedFloat32Array array;
					for (int i = 0; i < array_size; i += 16) {
						for (int j = 0; j < 16; j++) {
							array.push_back(p_value[i + j].real);
						}
					}
					value = Variant(array);
				} else {
					Projection p = Projection(Vector4(p_value[0].real, p_value[1].real, p_value[2].real, p_value[3].real),
							Vector4(p_value[4].real, p_value[5].real, p_value[6].real, p_value[7].real),
							Vector4(p_value[8].real, p_value[9].real, p_value[10].real, p_value[11].real),
							Vector4(p_value[12].real, p_value[13].real, p_value[14].real, p_value[15].real));