### 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
}
gui[j + 1] = 0;
						gui[j + 4] = 0;
						gui[j + 5] = 1;
					}
					gui[j + 2] = 0; 
					gui[j + 3] = 0; 
					gui[j + 6] = 0; 
					gui[j + 7] = 0; 
				}
			} else {
				Transform2D v = value;
				
				gui[0] = v.columns[0][0];
				gui[1] = v.columns[0][1];
				gui[2] = 0; 
				gui[3] = 0; 
				gui[4] = v.columns[1][0];
				gui[5] = v.columns[1][1];
				gui[6] = 0; 
				gui[7] = 0; 
			}
		} break;
		case ShaderLanguage::TYPE_MAT3: {
			float *gui = (float *)data;
			if (p_array_size > 0) {
				const PackedFloat32Array &a = value;
				int s = a.size();
				for (int i = 0, j = 0; i < p_array_size * 9; i += 9, j += 12) {
					if (i + 8 < s) {
						gui[j] = a[i];