### 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)

}
	if (features[FEATURE_SUBSURFACE_SCATTERING]) {
		code += "uniform float subsurface_scattering_strength : hint_range(0,1);\n";
		code += "uniform sampler2D texture_subsurface_scattering : hint_default_white," + texfilter_str + ";\n";
	}
	if (features[FEATURE_SUBSURFACE_TRANSMITTANCE]) {
		code += "uniform vec4 transmittance_color : source_color;\n";
		code += "uniform float transmittance_depth;\n";
		code += "uniform sampler2D texture_subsurface_transmittance : hint_default_white," + texfilter_str + ";\n";
		code += "uniform float transmittance_boost;\n";
	}
	if (features[FEATURE_BACKLIGHT]) {
		code += "uniform vec4 backlight : source_color;\n";
		code += "uniform sampler2D texture_backlight : hint_default_black," + texfilter_str + ";\n";
	}
	if (features[FEATURE_HEIGHT_MAPPING]) {
		code += "uniform sampler2D texture_heightmap : hint_default_black," + texfilter_height_str + ";\n";
		code += "uniform float heightmap_scale;\n";
		code += "uniform int heightmap_min_layers;\n";
		code += "uniform int heightmap_max_layers;\n";
		code += "uniform vec2 heightmap_flip;\n";
	}
	if (flags[FLAG_UV1_USE_TRIPLANAR]) {
		code += "varying vec3 uv1_triplanar_pos;\n";
	}
	if (flags[FLAG_UV2_USE_TRIPLANAR]) {
		code += "varying vec3 uv2_triplanar_pos;\n";
	}
	if (flags[FLAG_UV1_USE_TRIPLANAR]) {
		code += "uniform float uv1_blend_sharpness;\n";