### 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
}
if (is_token_arg_qual(next.type)) {
								keyword_completion_context = CF_UNSPECIFIED;
							} else if (is_token_precision(next.type)) {
								keyword_completion_context = (CF_FUNC_DECL_PARAM_SPEC | CF_FUNC_DECL_PARAM_TYPE);
							} else if (is_token_datatype(next.type)) {
								keyword_completion_context = (CF_FUNC_DECL_PARAM_SPEC | CF_PRECISION_MODIFIER);
							}
						}
#endif 
					}
					ArgumentQualifier param_qualifier = ARGUMENT_QUALIFIER_IN;
					if (is_token_arg_qual(tk.type)) {
						bool error = false;
						switch (tk.type) {
							case TK_ARG_IN: {
								param_qualifier = ARGUMENT_QUALIFIER_IN;
							} break;
							case TK_ARG_OUT: {
								if (param_is_const) {
									_set_error(vformat(RTR("The '%s' qualifier cannot be used within a function parameter declared with '%s'."), "out", "const"));
									error = true;
								}
								param_qualifier = ARGUMENT_QUALIFIER_OUT;
							} break;
							case TK_ARG_INOUT: {
								if (param_is_const) {
									_set_error(vformat(RTR("The '%s' qualifier cannot be used within a function parameter declared with '%s'."), "inout", "const"));
									error = true;
								}
								param_qualifier = ARGUMENT_QUALIFIER_INOUT;