### Godot version

v4.0.2.stable.official [7a0977ce2]

### System information

GNU/Linux, GLES3 & Vulkan, Intel UHD 770

### Issue description

When passing arrays of color objects to the shader, the shader program cannot get the values, even when converted to vector arrays.

And source_color hint does not convert colors correctly when passed through an array.

```
var colors := [
	Color.hex(0x0088ffff),
	Color.hex(0xff000088),
	Color.hex(0x00ff0000),
	Color.hex(0x0000ffff),
]
func _ready() -> void:
	var shader: ShaderMaterial = mesh.material
	shader.set_shader_parameter("vec4_no_hint", colors)
	shader.set_shader_parameter("vec4_hint", colors)
	shader.set_shader_parameter("vec3_no_hint", colors)
	shader.set_shader_parameter("vec3_hint", colors)
	var cvt_colors = colors.map(func (c): return Vector4(c.r, c.g, c.b, c.a))
	shader.set_shader_parameter("cvt_vec4_no_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec4_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec3_no_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec3_hint", cvt_colors)
```

Result With GLES3:
![图片](https://user-images.githubusercontent.com/20413045/232321140-3118a776-e76e-4e73-954f-c7b4f155d1ec.png)

Result With Vulkan:
![图片](https://user-images.githubusercontent.com/20413045/232321207-d52cb2e5-c644-40a8-89ee-71da8b58e408.png)


### Steps to reproduce

Open the sample project attached, open the test scene, switch to the 3D tab, you will see it.

### Minimal reproduction project

[test-color-uniform-array.tar.gz](https://github.com/godotengine/godot/files/11242561/test-color-uniform-array.tar.gz)

if (!arg_name.is_empty()) {
							calltip += " ";
							calltip += arg_name;
						}
						if (i == completion_argument) {
							calltip += char32_t(0xFFFF);
						}
						found_arg = true;
					}
					if (found_arg) {
						calltip += " ";
					}
					calltip += ")";
				}
				idx++;
			}
			r_call_hint = calltip;
			return OK;
		} break;
		case COMPLETION_INDEX: {
			const char colv[4] = { 'r', 'g', 'b', 'a' };
			const char coordv[4] = { 'x', 'y', 'z', 'w' };
			const char coordt[4] = { 's', 't', 'p', 'q' };
			int limit = 0;
			switch (completion_base) {
				case TYPE_BVEC2:
				case TYPE_IVEC2:
				case TYPE_UVEC2:
				case TYPE_VEC2: {
					limit = 2;