### 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_warning(ShaderWarning::DEVICE_LIMIT_EXCEEDED, uniform_buffer_exceeded_line, RTR("uniform buffer"), { uniform_buffer_size, max_uniform_buffer_size });
	}
#endif 
	return OK;
}
bool ShaderLanguage::has_builtin(const HashMap<StringName, ShaderLanguage::FunctionInfo> &p_functions, const StringName &p_name) {
	for (const KeyValue<StringName, ShaderLanguage::FunctionInfo> &E : p_functions) {
		if (E.value.built_ins.has(p_name)) {
			return true;
		}
	}
	return false;
}
Error ShaderLanguage::_find_last_flow_op_in_op(ControlFlowNode *p_flow, FlowOperation p_op) {
	bool found = false;
	for (int i = p_flow->blocks.size() - 1; i >= 0; i--) {
		if (p_flow->blocks[i]->type == Node::NODE_TYPE_BLOCK) {
			BlockNode *last_block = static_cast<BlockNode *>(p_flow->blocks[i]);
			if (_find_last_flow_op_in_block(last_block, p_op) == OK) {
				found = true;
				break;
			}
		}
	}
	if (found) {
		return OK;
	}
	return FAILED;
}
Error ShaderLanguage::_find_last_flow_op_in_block(BlockNode *p_block, FlowOperation p_op) {