### 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)

{ TK_HINT_SOURCE_COLOR, "source_color", CF_UNSPECIFIED, {}, {} },
	{ TK_HINT_RANGE, "hint_range", CF_UNSPECIFIED, {}, {} },
	{ TK_HINT_INSTANCE_INDEX, "instance_index", CF_UNSPECIFIED, {}, {} },
	
	{ TK_HINT_NORMAL_TEXTURE, "hint_normal", CF_UNSPECIFIED, {}, {} },
	{ TK_HINT_DEFAULT_WHITE_TEXTURE, "hint_default_white", CF_UNSPECIFIED, {}, {} },
	{ TK_HINT_DEFAULT_BLACK_TEXTURE, "hint_default_black", CF_UNSPECIFIED, {}, {} },
	{ TK_HINT_DEFAULT_TRANSPARENT_TEXTURE, "hint_default_transparent", CF_UNSPECIFIED, {}, {} },
	{ TK_HINT_ANISOTROPY_TEXTURE, "hint_anisotropy", CF_UNSPECIFIED, {}, {} },
	{ TK_HINT_ROUGHNESS_R, "hint_roughness_r", CF_UNSPECIFIED, {}, {} },
	{ TK_HINT_ROUGHNESS_G, "hint_roughness_g", CF_UNSPECIFIED, {}, {} },
	{ TK_HINT_ROUGHNESS_B, "hint_roughness_b", CF_UNSPECIFIED, {}, {} },
	{ TK_HINT_ROUGHNESS_A, "hint_roughness_a", CF_UNSPECIFIED, {}, {} },
	{ TK_HINT_ROUGHNESS_NORMAL_TEXTURE, "hint_roughness_normal", CF_UNSPECIFIED, {}, {} },
	{ TK_HINT_ROUGHNESS_GRAY, "hint_roughness_gray", CF_UNSPECIFIED, {}, {} },
	{ TK_HINT_SCREEN_TEXTURE, "hint_screen_texture", CF_UNSPECIFIED, {}, {} },
	{ TK_HINT_NORMAL_ROUGHNESS_TEXTURE, "hint_normal_roughness_texture", CF_UNSPECIFIED, {}, {} },
	{ TK_HINT_DEPTH_TEXTURE, "hint_depth_texture", CF_UNSPECIFIED, {}, {} },
	{ TK_FILTER_NEAREST, "filter_nearest", CF_UNSPECIFIED, {}, {} },
	{ TK_FILTER_LINEAR, "filter_linear", CF_UNSPECIFIED, {}, {} },
	{ TK_FILTER_NEAREST_MIPMAP, "filter_nearest_mipmap", CF_UNSPECIFIED, {}, {} },
	{ TK_FILTER_LINEAR_MIPMAP, "filter_linear_mipmap", CF_UNSPECIFIED, {}, {} },
	{ TK_FILTER_NEAREST_MIPMAP_ANISOTROPIC, "filter_nearest_mipmap_anisotropic", CF_UNSPECIFIED, {}, {} },
	{ TK_FILTER_LINEAR_MIPMAP_ANISOTROPIC, "filter_linear_mipmap_anisotropic", CF_UNSPECIFIED, {}, {} },
	{ TK_REPEAT_ENABLE, "repeat_enable", CF_UNSPECIFIED, {}, {} },
	{ TK_REPEAT_DISABLE, "repeat_disable", CF_UNSPECIFIED, {}, {} },
	{ TK_ERROR, nullptr, CF_UNSPECIFIED, {}, {} }
};
ShaderLanguage::Token ShaderLanguage::_get_token() {