### 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
}
}
				}
				if (member_count == 0) {
					_set_error(RTR("Empty structs are not allowed."));
					return ERR_PARSE_ERROR;
				}
#ifdef DEBUG_ENABLED
				keyword_completion_context = CF_UNSPECIFIED;
#endif 
				tk = _get_token();
				if (tk.type != TK_SEMICOLON) {
					_set_expected_error(";");
					return ERR_PARSE_ERROR;
				}
#ifdef DEBUG_ENABLED
				keyword_completion_context = CF_GLOBAL_SPACE;
#endif 
				shader->structs[st.name] = st;
				shader->vstructs.push_back(st); 
#ifdef DEBUG_ENABLED
				if (check_warnings && HAS_WARNING(ShaderWarning::UNUSED_STRUCT_FLAG)) {
					used_structs.insert(st.name, Usage(tk_line));
				}
#endif 
			} break;
			case TK_GLOBAL: {
#ifdef DEBUG_ENABLED
				keyword_completion_context = CF_UNIFORM_KEYWORD;
				if (_lookup_next(next)) {
					if (next.type == TK_UNIFORM) {