### 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)

ERR_FAIL_COND_EDMSG(!GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units"), "Cannot set material emission intensity when Physical Light Units disabled.");
	emission_intensity = p_emission_intensity;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, emission_energy_multiplier * emission_intensity);
}
float BaseMaterial3D::get_emission_intensity() const {
	return emission_intensity;
}
void BaseMaterial3D::set_normal_scale(float p_normal_scale) {
	normal_scale = p_normal_scale;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->normal_scale, p_normal_scale);
}
float BaseMaterial3D::get_normal_scale() const {
	return normal_scale;
}
void BaseMaterial3D::set_rim(float p_rim) {
	rim = p_rim;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->rim, p_rim);
}
float BaseMaterial3D::get_rim() const {
	return rim;
}
void BaseMaterial3D::set_rim_tint(float p_rim_tint) {
	rim_tint = p_rim_tint;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->rim_tint, p_rim_tint);
}
float BaseMaterial3D::get_rim_tint() const {
	return rim_tint;
}
void BaseMaterial3D::set_ao_light_affect(float p_ao_light_affect) {