### 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[2] = v.z;
					gui[3] = v.w;
				} else if (value.get_type() == Variant::VECTOR4) {
					Vector4 v = value;
					gui[0] = v.x;
					gui[1] = v.y;
					gui[2] = v.z;
					gui[3] = v.w;
				} else {
					Plane v = value;
					gui[0] = v.normal.x;
					gui[1] = v.normal.y;
					gui[2] = v.normal.z;
					gui[3] = v.d;
				}
			}
		} break;
		case ShaderLanguage::TYPE_MAT2: {
			float *gui = (float *)data;
			if (p_array_size > 0) {
				const PackedFloat32Array &a = value;
				int s = a.size();
				for (int i = 0, j = 0; i < p_array_size * 4; i += 4, j += 8) {
					if (i + 3 < s) {
						gui[j] = a[i];
						gui[j + 1] = a[i + 1];
						gui[j + 4] = a[i + 2];
						gui[j + 5] = a[i + 3];
					} else {
						gui[j] = 1;