### 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
}
RS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader);
		shader_map[mk].users++;
		return;
	}
	String texfilter_str;
	
	
	String texfilter_height_str;
	switch (texture_filter) {
		case TEXTURE_FILTER_NEAREST:
			texfilter_str = "filter_nearest";
			texfilter_height_str = "filter_linear";
			break;
		case TEXTURE_FILTER_LINEAR:
			texfilter_str = "filter_linear";
			texfilter_height_str = "filter_linear";
			break;
		case TEXTURE_FILTER_NEAREST_WITH_MIPMAPS:
			texfilter_str = "filter_nearest_mipmap";
			texfilter_height_str = "filter_linear_mipmap";
			break;
		case TEXTURE_FILTER_LINEAR_WITH_MIPMAPS:
			texfilter_str = "filter_linear_mipmap";
			texfilter_height_str = "filter_linear_mipmap";
			break;
		case TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC:
			texfilter_str = "filter_nearest_mipmap_anisotropic";
			texfilter_height_str = "filter_linear_mipmap_anisotropic";
			break;
		case TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: