### 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
}
if (switch_type != TYPE_INT && switch_type != TYPE_UINT) {
					_set_error(RTR("Expected an integer expression."));
					return ERR_PARSE_ERROR;
				}
			}
			tk = _get_token();
			if (tk.type != TK_PARENTHESIS_CLOSE) {
				_set_expected_error(")");
				return ERR_PARSE_ERROR;
			}
			tk = _get_token();
			if (tk.type != TK_CURLY_BRACKET_OPEN) {
				_set_expected_after_error("{", "switch");
				return ERR_PARSE_ERROR;
			}
			BlockNode *switch_block = alloc_node<BlockNode>();
			switch_block->block_type = BlockNode::BLOCK_TYPE_SWITCH;
			switch_block->parent_block = p_block;
			cf->expressions.push_back(n);
			cf->blocks.push_back(switch_block);
			p_block->statements.push_back(cf);
			int prev_type = TK_CF_CASE;
			while (true) { 
				if (_parse_block(switch_block, p_function_info, true, true, false) != OK) {
					return ERR_PARSE_ERROR;
				}
				pos = _get_tkpos();
				tk = _get_token();
				if (tk.type == TK_CF_CASE || tk.type == TK_CF_DEFAULT) {
					if (prev_type == TK_CF_DEFAULT) {