### 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
}
default:
									break;
							}
							if (((new_filter != FILTER_DEFAULT || new_repeat != REPEAT_DEFAULT) || (new_hint != ShaderNode::Uniform::HINT_NONE && new_hint != ShaderNode::Uniform::HINT_SOURCE_COLOR && new_hint != ShaderNode::Uniform::HINT_RANGE)) && !is_sampler_type(type)) {
								_set_error(RTR("This hint is only for sampler types."));
								return ERR_PARSE_ERROR;
							}
							if (new_hint != ShaderNode::Uniform::HINT_NONE) {
								if (uniform.hint != ShaderNode::Uniform::HINT_NONE) {
									if (uniform.hint == new_hint) {
										_set_error(vformat(RTR("Duplicated hint: '%s'."), get_uniform_hint_name(new_hint)));
									} else {
										_set_error(vformat(RTR("Redefinition of hint: '%s'. The hint has already been set to '%s'."), get_uniform_hint_name(new_hint), get_uniform_hint_name(uniform.hint)));
									}
									return ERR_PARSE_ERROR;
								} else {
									uniform.hint = new_hint;
									current_uniform_hint = new_hint;
								}
							}
							if (new_filter != FILTER_DEFAULT) {
								if (uniform.filter != FILTER_DEFAULT) {
									if (uniform.filter == new_filter) {
										_set_error(vformat(RTR("Duplicated filter mode: '%s'."), get_texture_filter_name(new_filter)));
									} else {
										_set_error(vformat(RTR("Redefinition of filter mode: '%s'. The filter mode has already been set to '%s'."), get_texture_filter_name(new_filter), get_texture_filter_name(uniform.filter)));
									}
									return ERR_PARSE_ERROR;
								} else {
									uniform.filter = new_filter;