### 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
}
} break;
								case TK_HINT_ROUGHNESS_GRAY: {
									new_hint = ShaderNode::Uniform::HINT_ROUGHNESS_GRAY;
								} break;
								case TK_HINT_ANISOTROPY_TEXTURE: {
									new_hint = ShaderNode::Uniform::HINT_ANISOTROPY;
								} break;
								case TK_HINT_RANGE: {
									if (type != TYPE_FLOAT && type != TYPE_INT) {
										_set_error(vformat(RTR("Range hint is for '%s' and '%s' only."), "float", "int"));
										return ERR_PARSE_ERROR;
									}
									tk = _get_token();
									if (tk.type != TK_PARENTHESIS_OPEN) {
										_set_expected_after_error("(", "hint_range");
										return ERR_PARSE_ERROR;
									}
									tk = _get_token();
									float sign = 1.0;
									if (tk.type == TK_OP_SUB) {
										sign = -1.0;
										tk = _get_token();
									}
									if (tk.type != TK_FLOAT_CONSTANT && !tk.is_integer_constant()) {
										_set_error(RTR("Expected an integer constant."));
										return ERR_PARSE_ERROR;
									}
									uniform.hint_range[0] = tk.constant;
									uniform.hint_range[0] *= sign;
									tk = _get_token();