### 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)

material->set_flag(FLAG_BILLBOARD_KEEP_SCALE, true);
		material->set_billboard_mode(p_billboard_y ? BILLBOARD_FIXED_Y : BILLBOARD_ENABLED);
	}
	materials_for_2d[key] = material;
	if (r_shader_rid) {
		*r_shader_rid = materials_for_2d[key]->get_shader_rid();
	}
	return materials_for_2d[key];
}
void BaseMaterial3D::set_on_top_of_alpha() {
	set_transparency(TRANSPARENCY_DISABLED);
	set_render_priority(RENDER_PRIORITY_MAX);
	set_flag(FLAG_DISABLE_DEPTH_TEST, true);
}
void BaseMaterial3D::set_proximity_fade_enabled(bool p_enable) {
	proximity_fade_enabled = p_enable;
	_queue_shader_change();
	notify_property_list_changed();
}
bool BaseMaterial3D::is_proximity_fade_enabled() const {
	return proximity_fade_enabled;
}
void BaseMaterial3D::set_proximity_fade_distance(float p_distance) {
	proximity_fade_distance = p_distance;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->proximity_fade_distance, p_distance);
}
float BaseMaterial3D::get_proximity_fade_distance() const {
	return proximity_fade_distance;
}
void BaseMaterial3D::set_msdf_pixel_range(float p_range) {