### 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)

bv[0].y = v.rows[1][0];
			bv[0].z = v.rows[2][0];
			bv[0].w = 0;
			bv[1].x = v.rows[0][1];
			bv[1].y = v.rows[1][1];
			bv[1].z = v.rows[2][1];
			bv[1].w = 0;
			bv[2].x = v.rows[0][2];
			bv[2].y = v.rows[1][2];
			bv[2].z = v.rows[2][2];
			bv[2].w = 0;
		} break;
		case RS::GLOBAL_VAR_TYPE_MAT4: {
			GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];
			Vector<float> m2 = p_value;
			if (m2.size() < 16) {
				m2.resize(16);
			}
			bv[0].x = m2[0];
			bv[0].y = m2[1];
			bv[0].z = m2[2];
			bv[0].w = m2[3];
			bv[1].x = m2[4];
			bv[1].y = m2[5];
			bv[1].z = m2[6];
			bv[1].w = m2[7];
			bv[2].x = m2[8];
			bv[2].y = m2[9];
			bv[2].z = m2[10];
			bv[2].w = m2[11];