### 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
}
_set_error(RTR("Invalid constant type (samplers are not allowed)."));
						} else {
							_set_error(RTR("Invalid function type (samplers are not allowed)."));
						}
						return ERR_PARSE_ERROR;
					}
				}
				if (is_struct) {
					type = TYPE_STRUCT;
				} else {
					type = get_token_datatype(tk.type);
				}
				if (precision != PRECISION_DEFAULT && _validate_precision(type, precision) != OK) {
					return ERR_PARSE_ERROR;
				}
				prev_pos = _get_tkpos();
				tk = _get_token();
#ifdef DEBUG_ENABLED
				keyword_completion_context = CF_UNSPECIFIED;
#endif 
				bool unknown_size = false;
				bool fixed_array_size = false;
				if (tk.type == TK_BRACKET_OPEN) {
					Error error = _parse_array_size(nullptr, constants, !is_constant, nullptr, &array_size, &unknown_size);
					if (error != OK) {
						return error;
					}
					fixed_array_size = true;
					prev_pos = _get_tkpos();
				}