### 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)

ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "use_point_size"), "set_flag", "get_flag", FLAG_USE_POINT_SIZE);
	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "point_size", PROPERTY_HINT_RANGE, "0.1,128,0.1,suffix:px"), "set_point_size", "get_point_size");
	ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "use_particle_trails"), "set_flag", "get_flag", FLAG_PARTICLE_TRAILS_MODE);
	ADD_GROUP("Proximity Fade", "proximity_fade_");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "proximity_fade_enabled"), "set_proximity_fade_enabled", "is_proximity_fade_enabled");
	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "proximity_fade_distance", PROPERTY_HINT_RANGE, "0,4096,0.01,suffix:m"), "set_proximity_fade_distance", "get_proximity_fade_distance");
	ADD_GROUP("MSDF", "msdf_");
	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "msdf_pixel_range", PROPERTY_HINT_RANGE, "1,100,1"), "set_msdf_pixel_range", "get_msdf_pixel_range");
	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "msdf_outline_size", PROPERTY_HINT_RANGE, "1,250,1"), "set_msdf_outline_size", "get_msdf_outline_size");
	ADD_GROUP("Distance Fade", "distance_fade_");
	ADD_PROPERTY(PropertyInfo(Variant::INT, "distance_fade_mode", PROPERTY_HINT_ENUM, "Disabled,PixelAlpha,PixelDither,ObjectDither"), "set_distance_fade", "get_distance_fade");
	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_min_distance", PROPERTY_HINT_RANGE, "0,4096,0.01,suffix:m"), "set_distance_fade_min_distance", "get_distance_fade_min_distance");
	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_max_distance", PROPERTY_HINT_RANGE, "0,4096,0.01,suffix:m"), "set_distance_fade_max_distance", "get_distance_fade_max_distance");
	BIND_ENUM_CONSTANT(TEXTURE_ALBEDO);
	BIND_ENUM_CONSTANT(TEXTURE_METALLIC);
	BIND_ENUM_CONSTANT(TEXTURE_ROUGHNESS);
	BIND_ENUM_CONSTANT(TEXTURE_EMISSION);
	BIND_ENUM_CONSTANT(TEXTURE_NORMAL);
	BIND_ENUM_CONSTANT(TEXTURE_RIM);
	BIND_ENUM_CONSTANT(TEXTURE_CLEARCOAT);
	BIND_ENUM_CONSTANT(TEXTURE_FLOWMAP);
	BIND_ENUM_CONSTANT(TEXTURE_AMBIENT_OCCLUSION);
	BIND_ENUM_CONSTANT(TEXTURE_HEIGHTMAP);
	BIND_ENUM_CONSTANT(TEXTURE_SUBSURFACE_SCATTERING);
	BIND_ENUM_CONSTANT(TEXTURE_SUBSURFACE_TRANSMITTANCE);
	BIND_ENUM_CONSTANT(TEXTURE_BACKLIGHT);
	BIND_ENUM_CONSTANT(TEXTURE_REFRACTION);
	BIND_ENUM_CONSTANT(TEXTURE_DETAIL_MASK);
	BIND_ENUM_CONSTANT(TEXTURE_DETAIL_ALBEDO);
	BIND_ENUM_CONSTANT(TEXTURE_DETAIL_NORMAL);