### 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)

}
			code += "		float current_depth = 0.0;\n";
			code += "		while(current_depth < depth) {\n";
			code += "			ofs -= delta;\n";
			if (flags[FLAG_INVERT_HEIGHTMAP]) {
				code += "			depth = texture(texture_heightmap, ofs).r;\n";
			} else {
				code += "			depth = 1.0 - texture(texture_heightmap, ofs).r;\n";
			}
			code += "			current_depth += layer_depth;\n";
			code += "		}\n";
			code += "		vec2 prev_ofs = ofs + delta;\n";
			code += "		float after_depth  = depth - current_depth;\n";
			if (flags[FLAG_INVERT_HEIGHTMAP]) {
				code += "		float before_depth = texture(texture_heightmap, prev_ofs).r - current_depth + layer_depth;\n";
			} else {
				code += "		float before_depth = ( 1.0 - texture(texture_heightmap, prev_ofs).r  ) - current_depth + layer_depth;\n";
			}
			code += "		float weight = after_depth / (after_depth - before_depth);\n";
			code += "		ofs = mix(ofs,prev_ofs,weight);\n";
		} else {
			if (flags[FLAG_INVERT_HEIGHTMAP]) {
				code += "		float depth = texture(texture_heightmap, base_uv).r;\n";
			} else {
				code += "		float depth = 1.0 - texture(texture_heightmap, base_uv).r;\n";
			}
			
			
			
			code += "		vec2 ofs = base_uv - view_dir.xy * depth * heightmap_scale * 0.01;\n";