### 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
}
p_type == TK_TYPE_ISAMPLER2DARRAY ||
			p_type == TK_TYPE_USAMPLER2DARRAY ||
			p_type == TK_TYPE_SAMPLER3D ||
			p_type == TK_TYPE_ISAMPLER3D ||
			p_type == TK_TYPE_USAMPLER3D ||
			p_type == TK_TYPE_SAMPLERCUBE ||
			p_type == TK_TYPE_SAMPLERCUBEARRAY);
}
ShaderLanguage::DataType ShaderLanguage::get_token_datatype(TokenType p_type) {
	return DataType(p_type - TK_TYPE_VOID);
}
bool ShaderLanguage::is_token_interpolation(TokenType p_type) {
	return (
			p_type == TK_INTERPOLATION_FLAT ||
			p_type == TK_INTERPOLATION_SMOOTH);
}
ShaderLanguage::DataInterpolation ShaderLanguage::get_token_interpolation(TokenType p_type) {
	if (p_type == TK_INTERPOLATION_FLAT) {
		return INTERPOLATION_FLAT;
	} else {
		return INTERPOLATION_SMOOTH;
	}
}
bool ShaderLanguage::is_token_precision(TokenType p_type) {
	return (
			p_type == TK_PRECISION_LOW ||
			p_type == TK_PRECISION_MID ||
			p_type == TK_PRECISION_HIGH);
}
bool ShaderLanguage::is_token_arg_qual(TokenType p_type) {