### 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
}
_set_expected_error("(");
										return ERR_PARSE_ERROR;
									}
								}
							}
							if (tk.type == TK_PARENTHESIS_OPEN || curly) { 
								while (true) {
									Node *n = _parse_and_reduce_expression(p_block, p_function_info);
									if (!n) {
										return ERR_PARSE_ERROR;
									}
									if (is_const && n->type == Node::NODE_TYPE_OPERATOR && static_cast<OperatorNode *>(n)->op == OP_CALL) {
										_set_error(RTR("Expected a constant expression."));
										return ERR_PARSE_ERROR;
									}
									if (!_compare_datatypes(var.type, struct_name, 0, n->get_datatype(), n->get_datatype_name(), 0)) {
										return ERR_PARSE_ERROR;
									}
									tk = _get_token();
									if (tk.type == TK_COMMA) {
										decl.initializer.push_back(n);
										continue;
									} else if (!curly && tk.type == TK_PARENTHESIS_CLOSE) {
										decl.initializer.push_back(n);
										break;
									} else if (curly && tk.type == TK_CURLY_BRACKET_CLOSE) {
										decl.initializer.push_back(n);
										break;
									} else {
										if (curly) {