### 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)

code += "		float d = msdf_median(albedo_tex.r, albedo_tex.g, albedo_tex.b, albedo_tex.a) - 0.5;\n";
		code += "		if (msdf_outline_size > 0.0) {\n";
		code += "			float cr = clamp(msdf_outline_size, 0.0, msdf_pixel_range / 2.0) / msdf_pixel_range;\n";
		code += "			albedo_tex.a = clamp((d + cr) * px_size, 0.0, 1.0);\n";
		code += "		} else {\n";
		code += "			albedo_tex.a = clamp(d * px_size + 0.5, 0.0, 1.0);\n";
		code += "		}\n";
		code += "		albedo_tex.rgb = vec3(1.0);\n";
		code += "	}\n";
	} else if (flags[FLAG_ALBEDO_TEXTURE_FORCE_SRGB]) {
		code += "	albedo_tex.rgb = mix(pow((albedo_tex.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)),vec3(2.4)),albedo_tex.rgb.rgb * (1.0 / 12.92),lessThan(albedo_tex.rgb,vec3(0.04045)));\n";
	}
	if (flags[FLAG_ALBEDO_FROM_VERTEX_COLOR]) {
		code += "	albedo_tex *= COLOR;\n";
	}
	code += "	ALBEDO = albedo.rgb * albedo_tex.rgb;\n";
	if (!orm) {
		if (flags[FLAG_UV1_USE_TRIPLANAR]) {
			code += "	float metallic_tex = dot(triplanar_texture(texture_metallic,uv1_power_normal,uv1_triplanar_pos),metallic_texture_channel);\n";
		} else {
			code += "	float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);\n";
		}
		code += "	METALLIC = metallic_tex * metallic;\n";
		switch (roughness_texture_channel) {
			case TEXTURE_CHANNEL_RED: {
				code += "	vec4 roughness_texture_channel = vec4(1.0,0.0,0.0,0.0);\n";
			} break;
			case TEXTURE_CHANNEL_GREEN: {
				code += "	vec4 roughness_texture_channel = vec4(0.0,1.0,0.0,0.0);\n";
			} break;