### 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
}
error = true;
											}
										}
										if (!error && varname != StringName()) {
											if (shader->constants.has(varname)) {
												error = true;
											} else if (shader->uniforms.has(varname)) {
												error = true;
											} else if (p_function_info.built_ins.has(varname)) {
												BuiltInInfo info = p_function_info.built_ins[varname];
												if (info.constant) {
													error = true;
												}
											}
										}
										if (error) {
											_set_error(vformat(RTR("A constant value cannot be passed for '%s' parameter."), _get_qualifier_str(arg_qual)));
											return nullptr;
										}
									}
									if (is_sampler_type(call_function->arguments[i].type)) {
										
										ERR_CONTINUE(n->type != Node::NODE_TYPE_VARIABLE); 
										VariableNode *vn = static_cast<VariableNode *>(n);
										StringName varname = vn->name;
										if (shader->uniforms.has(varname)) {
											
											ShaderNode::Uniform *u = &shader->uniforms[varname];
											ERR_CONTINUE(u->type != call_function->arguments[i].type); 
											if (RendererCompositor::get_singleton()->is_xr_enabled() && is_custom_func) {