### 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
}
gui[i + 7] = a[i + 7];
						gui[i + 8] = a[i + 8];
						gui[i + 9] = a[i + 9];
						gui[i + 10] = a[i + 10];
						gui[i + 11] = a[i + 11];
						gui[i + 12] = a[i + 12];
						gui[i + 13] = a[i + 13];
						gui[i + 14] = a[i + 14];
						gui[i + 15] = a[i + 15];
					} else {
						gui[i] = 1;
						gui[i + 1] = 0;
						gui[i + 2] = 0;
						gui[i + 3] = 0;
						gui[i + 4] = 0;
						gui[i + 5] = 1;
						gui[i + 6] = 0;
						gui[i + 7] = 0;
						gui[i + 8] = 0;
						gui[i + 9] = 0;
						gui[i + 10] = 1;
						gui[i + 11] = 0;
						gui[i + 12] = 0;
						gui[i + 13] = 0;
						gui[i + 14] = 0;
						gui[i + 15] = 1;
					}
				}
			} else if (value.get_type() == Variant::TRANSFORM3D) {
				Transform3D v = value;