### Godot version

v4.0.2.stable.official [7a0977ce2]

### System information

GNU/Linux, GLES3 & Vulkan, Intel UHD 770

### Issue description

When passing arrays of color objects to the shader, the shader program cannot get the values, even when converted to vector arrays.

And source_color hint does not convert colors correctly when passed through an array.

```
var colors := [
	Color.hex(0x0088ffff),
	Color.hex(0xff000088),
	Color.hex(0x00ff0000),
	Color.hex(0x0000ffff),
]
func _ready() -> void:
	var shader: ShaderMaterial = mesh.material
	shader.set_shader_parameter("vec4_no_hint", colors)
	shader.set_shader_parameter("vec4_hint", colors)
	shader.set_shader_parameter("vec3_no_hint", colors)
	shader.set_shader_parameter("vec3_hint", colors)
	var cvt_colors = colors.map(func (c): return Vector4(c.r, c.g, c.b, c.a))
	shader.set_shader_parameter("cvt_vec4_no_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec4_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec3_no_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec3_hint", cvt_colors)
```

Result With GLES3:
![图片](https://user-images.githubusercontent.com/20413045/232321140-3118a776-e76e-4e73-954f-c7b4f155d1ec.png)

Result With Vulkan:
![图片](https://user-images.githubusercontent.com/20413045/232321207-d52cb2e5-c644-40a8-89ee-71da8b58e408.png)


### Steps to reproduce

Open the sample project attached, open the test scene, switch to the 3D tab, you will see it.

### Minimal reproduction project

[test-color-uniform-array.tar.gz](https://github.com/godotengine/godot/files/11242561/test-color-uniform-array.tar.gz)

return error_str;
}
Vector<ShaderLanguage::FilePosition> ShaderLanguage::get_include_positions() {
	return include_positions;
}
int ShaderLanguage::get_error_line() {
	return error_line;
}
ShaderLanguage::ShaderNode *ShaderLanguage::get_shader() {
	return shader;
}
ShaderLanguage::ShaderLanguage() {
	nodes = nullptr;
	completion_class = TAG_GLOBAL;
#ifdef DEBUG_ENABLED
	warnings_check_map.insert(ShaderWarning::UNUSED_CONSTANT, &used_constants);
	warnings_check_map.insert(ShaderWarning::UNUSED_FUNCTION, &used_functions);
	warnings_check_map.insert(ShaderWarning::UNUSED_STRUCT, &used_structs);
	warnings_check_map.insert(ShaderWarning::UNUSED_UNIFORM, &used_uniforms);
	warnings_check_map.insert(ShaderWarning::UNUSED_VARYING, &used_varyings);
	warnings_check_map2.insert(ShaderWarning::UNUSED_LOCAL_VARIABLE, &used_local_vars);
#endif 
}
ShaderLanguage::~ShaderLanguage() {
	clear();
}