### 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
}
actions.renames["LIGHT0_SIZE"] = "directional_lights.data[0].color_size.w";
		actions.renames["LIGHT1_ENABLED"] = "directional_lights.data[1].enabled";
		actions.renames["LIGHT1_DIRECTION"] = "directional_lights.data[1].direction_energy.xyz";
		actions.renames["LIGHT1_ENERGY"] = "directional_lights.data[1].direction_energy.w";
		actions.renames["LIGHT1_COLOR"] = "directional_lights.data[1].color_size.xyz";
		actions.renames["LIGHT1_SIZE"] = "directional_lights.data[1].color_size.w";
		actions.renames["LIGHT2_ENABLED"] = "directional_lights.data[2].enabled";
		actions.renames["LIGHT2_DIRECTION"] = "directional_lights.data[2].direction_energy.xyz";
		actions.renames["LIGHT2_ENERGY"] = "directional_lights.data[2].direction_energy.w";
		actions.renames["LIGHT2_COLOR"] = "directional_lights.data[2].color_size.xyz";
		actions.renames["LIGHT2_SIZE"] = "directional_lights.data[2].color_size.w";
		actions.renames["LIGHT3_ENABLED"] = "directional_lights.data[3].enabled";
		actions.renames["LIGHT3_DIRECTION"] = "directional_lights.data[3].direction_energy.xyz";
		actions.renames["LIGHT3_ENERGY"] = "directional_lights.data[3].direction_energy.w";
		actions.renames["LIGHT3_COLOR"] = "directional_lights.data[3].color_size.xyz";
		actions.renames["LIGHT3_SIZE"] = "directional_lights.data[3].color_size.w";
		actions.renames["AT_CUBEMAP_PASS"] = "AT_CUBEMAP_PASS";
		actions.renames["AT_HALF_RES_PASS"] = "AT_HALF_RES_PASS";
		actions.renames["AT_QUARTER_RES_PASS"] = "AT_QUARTER_RES_PASS";
		actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";
		actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";
		actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";
		actions.render_mode_defines["use_debanding"] = "#define USE_DEBANDING\n";
		actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
		actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
		actions.global_buffer_array_variable = "global_shader_uniforms";
		shaders.compiler_sky.initialize(actions);
	}
}
MaterialStorage::~MaterialStorage() {