### 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
}
continue; 
		} else if (tk.type == TK_OP_SUB || tk.type == TK_OP_NOT || tk.type == TK_OP_BIT_INVERT || tk.type == TK_OP_INCREMENT || tk.type == TK_OP_DECREMENT) {
			Expression e;
			e.is_op = true;
			switch (tk.type) {
				case TK_OP_SUB:
					e.op = OP_NEGATE;
					break;
				case TK_OP_NOT:
					e.op = OP_NOT;
					break;
				case TK_OP_BIT_INVERT:
					e.op = OP_BIT_INVERT;
					break;
				case TK_OP_INCREMENT:
					e.op = OP_INCREMENT;
					break;
				case TK_OP_DECREMENT:
					e.op = OP_DECREMENT;
					break;
				default:
					ERR_FAIL_V(nullptr);
			}
			expression.push_back(e);
			continue;
		} else {
			bool valid = false;
			if (p_block && p_block->block_type == BlockNode::BLOCK_TYPE_FOR_EXPRESSION && tk.type == TK_PARENTHESIS_CLOSE) {
				valid = true;
				_set_tkpos(prepos);