### 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
}
} break;
			case TEXTURE_CHANNEL_GRAYSCALE: {
				code += "uniform sampler2D texture_roughness : hint_roughness_gray," + texfilter_str + ";\n";
			} break;
			case TEXTURE_CHANNEL_MAX:
				break; 
		}
		code += "uniform float specular;\n";
		code += "uniform float metallic;\n";
	} else {
		code += "uniform sampler2D texture_orm : hint_roughness_g," + texfilter_str + ";\n";
	}
	if (billboard_mode == BILLBOARD_PARTICLES) {
		code += "uniform int particles_anim_h_frames;\n";
		code += "uniform int particles_anim_v_frames;\n";
		code += "uniform bool particles_anim_loop;\n";
	}
	if (features[FEATURE_EMISSION]) {
		code += "uniform sampler2D texture_emission : source_color, hint_default_black," + texfilter_str + ";\n";
		code += "uniform vec4 emission : source_color;\n";
		code += "uniform float emission_energy;\n";
	}
	if (features[FEATURE_REFRACTION]) {
		code += "uniform sampler2D texture_refraction : " + texfilter_str + ";\n";
		code += "uniform float refraction : hint_range(-16,16);\n";
		code += "uniform vec4 refraction_texture_channel;\n";
	}
	if (features[FEATURE_REFRACTION]) {
		code += "uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_linear_mipmap;";
	}