### 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)

tex_uniform_count += uint32_t(p_texture_uniforms[i].array_size > 0 ? p_texture_uniforms[i].array_size : 1);
	}
	if ((uint32_t)texture_cache.size() != tex_uniform_count || p_textures_dirty) {
		texture_cache.resize(tex_uniform_count);
		render_target_cache.clear();
		p_textures_dirty = true;
		
		if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
			RD::get_singleton()->uniform_set_set_invalidation_callback(uniform_set, nullptr, nullptr);
			RD::get_singleton()->free(uniform_set);
			uniform_set = RID();
		}
	}
	if (p_textures_dirty && tex_uniform_count) {
		update_textures(p_parameters, p_default_texture_params, p_texture_uniforms, texture_cache.ptrw(), true);
	}
	if (p_ubo_size == 0 && (p_texture_uniforms.size() == 0)) {
		
		return false;
	}
	if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
		
		return false;
	}
	Vector<RD::Uniform> uniforms;
	{
		if (p_ubo_size) {
			RD::Uniform u;
			u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
			u.binding = 0;