### 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
}
} else {
					value = Variant(Quaternion(p_value[0].sint, p_value[1].sint, p_value[2].sint, p_value[3].sint));
				}
				break;
			case ShaderLanguage::TYPE_UINT:
				if (array_size > 0) {
					PackedInt32Array array;
					for (int i = 0; i < array_size; i++) {
						array.push_back(p_value[i].uint);
					}
					value = Variant(array);
				} else {
					value = Variant(p_value[0].uint);
				}
				break;
			case ShaderLanguage::TYPE_UVEC2:
				if (array_size > 0) {
					array_size *= 2;
					PackedInt32Array array;
					for (int i = 0; i < array_size; i++) {
						array.push_back(p_value[i].uint);
					}
					value = Variant(array);
				} else {
					value = Variant(Vector2(p_value[0].uint, p_value[1].uint));
				}
				break;
			case ShaderLanguage::TYPE_UVEC3:
				if (array_size > 0) {
					array_size *= 3;