### 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
}
}
					} else {
						const String name = String(info.name);
						if (!shader->render_modes.has(name)) {
							ScriptLanguage::CodeCompletionOption option(name, ScriptLanguage::CODE_COMPLETION_KIND_PLAIN_TEXT);
							r_options->push_back(option);
						}
					}
				}
			}
			return OK;
		} break;
		case COMPLETION_STRUCT: {
			if (shader->structs.has(completion_struct)) {
				StructNode *node = shader->structs[completion_struct].shader_struct;
				for (int i = 0; i < node->members.size(); i++) {
					ScriptLanguage::CodeCompletionOption option(node->members[i]->name, ScriptLanguage::CODE_COMPLETION_KIND_MEMBER);
					r_options->push_back(option);
				}
			}
			return OK;
		} break;
		case COMPLETION_MAIN_FUNCTION: {
			for (const KeyValue<StringName, FunctionInfo> &E : p_info.functions) {
				if (!E.value.main_function) {
					continue;
				}
				bool found = false;
				for (int i = 0; i < shader->functions.size(); i++) {
					if (shader->functions[i].name == E.key) {