### Godot version

4.0.3

### System information

Windows10

### Issue description

sky shader accepts uniform vec3, vec4, vec3 array, but not vec4 array

### Steps to reproduce

simply pass Vector4 to uniform vec4[] from gdscript

### Minimal reproduction project

gdscript

sky_material.set_shader_parameter("v3",Vector3(1,0.8,0.5)) - v
sky_material.set_shader_parameter("v4",Vector4(1,0.8,0.5,0.2)) - v
sky_material.set_shader_parameter("v3a",[Vector3(1,0.8,0.5)]) - v
sky_material.set_shader_parameter("v4a",[Vector4(1,0.8,0.5,0.2)]) - x

sky gdshader

uniform vec3 v3;
uniform vec4 v4;
uniform vec3 v3a[1];
uniform vec4 v4a[1];

void sky(){
    COLOR.r = v4a[0].w
}
for (int i = 0; i < pstruct->members.size(); i++) {
						Node *nexpr;
						if (pstruct->members[i]->array_size != 0) {
							nexpr = _parse_array_constructor(p_block, p_function_info, pstruct->members[i]->get_datatype(), pstruct->members[i]->struct_name, pstruct->members[i]->array_size);
							if (!nexpr) {
								return nullptr;
							}
						} else {
							nexpr = _parse_and_reduce_expression(p_block, p_function_info);
							if (!nexpr) {
								return nullptr;
							}
							if (!_compare_datatypes_in_nodes(pstruct->members[i], nexpr)) {
								return nullptr;
							}
						}
						if (i + 1 < pstruct->members.size()) {
							tk = _get_token();
							if (tk.type != TK_COMMA) {
								_set_expected_error(",");
								return nullptr;
							}
						}
						func->arguments.push_back(nexpr);
					}
					tk = _get_token();
					if (tk.type != TK_PARENTHESIS_CLOSE) {
						_set_expected_error(")");
						return nullptr;
					}