### 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
}
} break;
		case ShaderLanguage::TYPE_UVEC3:
		case ShaderLanguage::TYPE_IVEC3: {
			if (p_uniform.array_size > 0) {
				pi.type = Variant::PACKED_INT32_ARRAY;
			} else {
				pi.type = Variant::VECTOR3I;
			}
		} break;
		case ShaderLanguage::TYPE_UVEC4:
		case ShaderLanguage::TYPE_IVEC4: {
			if (p_uniform.array_size > 0) {
				pi.type = Variant::PACKED_INT32_ARRAY;
			} else {
				pi.type = Variant::VECTOR4I;
			}
		} break;
		case ShaderLanguage::TYPE_FLOAT: {
			if (p_uniform.array_size > 0) {
				pi.type = Variant::PACKED_FLOAT32_ARRAY;
			} else {
				pi.type = Variant::FLOAT;
				if (p_uniform.hint == ShaderLanguage::ShaderNode::Uniform::HINT_RANGE) {
					pi.hint = PROPERTY_HINT_RANGE;
					pi.hint_string = rtos(p_uniform.hint_range[0]) + "," + rtos(p_uniform.hint_range[1]) + "," + rtos(p_uniform.hint_range[2]);
				}
			}
		} break;
		case ShaderLanguage::TYPE_VEC2:
			if (p_uniform.array_size > 0) {