### 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)

ShaderLanguage::TYPE_VEC4, 
		ShaderLanguage::TYPE_VEC4, 
		ShaderLanguage::TYPE_MAX, 
		ShaderLanguage::TYPE_MAX, 
		ShaderLanguage::TYPE_MAX, 
		ShaderLanguage::TYPE_MAX, 
		ShaderLanguage::TYPE_VEC4 
	};
	ShaderLanguage::DataType datatype = ShaderLanguage::TYPE_MAX;
	if (value_type == Variant::INT && p_flags_count > 0) {
		switch (p_flags_count) {
			case 1:
				datatype = ShaderLanguage::TYPE_BVEC2;
				break;
			case 2:
				datatype = ShaderLanguage::TYPE_BVEC3;
				break;
			case 3:
				datatype = ShaderLanguage::TYPE_BVEC4;
				break;
		}
	} else {
		datatype = datatype_from_value[value_type];
	}
	ERR_FAIL_COND_MSG(datatype == ShaderLanguage::TYPE_MAX, "Unsupported variant type for instance parameter: " + Variant::get_type_name(value_type)); 
	pos += p_index;
	_fill_std140_variant_ubo_value(datatype, 0, p_value, (uint8_t *)&global_shader_uniforms.buffer_values[pos], true); 
	_global_shader_uniform_mark_buffer_dirty(pos, 1);
}
void MaterialStorage::_update_global_shader_uniforms() {