### 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)

} else if (p_name == "params_depth_draw_mode") {
		int mode = p_value;
		if (mode == 3) {
			set_transparency(TRANSPARENCY_ALPHA_DEPTH_PRE_PASS);
		}
		return true;
	} else if (p_name == "depth_enabled") {
		bool enabled = p_value;
		if (enabled) {
			set_feature(FEATURE_HEIGHT_MAPPING, true);
			set_flag(FLAG_INVERT_HEIGHTMAP, true);
		}
		return true;
	} else {
		static const Pair<const char *, const char *> remaps[] = {
			{ "flags_use_shadow_to_opacity", "shadow_to_opacity" },
			{ "flags_use_shadow_to_opacity", "shadow_to_opacity" },
			{ "flags_no_depth_test", "no_depth_test" },
			{ "flags_use_point_size", "use_point_size" },
			{ "flags_fixed_size", "fixed_Size" },
			{ "flags_albedo_tex_force_srgb", "albedo_texture_force_srgb" },
			{ "flags_do_not_receive_shadows", "disable_receive_shadows" },
			{ "flags_disable_ambient_light", "disable_ambient_light" },
			{ "params_diffuse_mode", "diffuse_mode" },
			{ "params_specular_mode", "specular_mode" },
			{ "params_blend_mode", "blend_mode" },
			{ "params_cull_mode", "cull_mode" },
			{ "params_depth_draw_mode", "params_depth_draw_mode" },
			{ "params_point_size", "point_size" },
			{ "params_billboard_mode", "billboard_mode" },