### 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
}
int size = get_datatype_size(uniform.type) * uniform.array_size;
									int m = (16 * uniform.array_size);
									if ((size % m) != 0U) {
										size += m - (size % m);
									}
									uniform_buffer_size += size;
								} else {
									uniform_buffer_size += get_datatype_size(uniform.type);
								}
								if (uniform_buffer_exceeded_line == -1 && uniform_buffer_size > max_uniform_buffer_size) {
									uniform_buffer_exceeded_line = tk_line;
								}
							}
#endif 
						}
					}
					if (uniform.array_size > 0) {
						if (uniform_scope == ShaderNode::Uniform::SCOPE_GLOBAL) {
							_set_error(vformat(RTR("The '%s' qualifier is not supported for uniform arrays."), "SCOPE_GLOBAL"));
							return ERR_PARSE_ERROR;
						}
						if (uniform_scope == ShaderNode::Uniform::SCOPE_INSTANCE) {
							_set_error(vformat(RTR("The '%s' qualifier is not supported for uniform arrays."), "SCOPE_INSTANCE"));
							return ERR_PARSE_ERROR;
						}
					}
					int custom_instance_index = -1;
					if (tk.type == TK_COLON) {
						completion_type = COMPLETION_HINT;
						completion_base = type;