### 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
}
}
	if (features[FEATURE_SUBSURFACE_SCATTERING]) {
		code += "uniform float subsurface_scattering_strength : hint_range(0,1);\n";
		code += "uniform sampler2D texture_subsurface_scattering : hint_default_white," + texfilter_str + ";\n";
	}
	if (features[FEATURE_SUBSURFACE_TRANSMITTANCE]) {
		code += "uniform vec4 transmittance_color : source_color;\n";
		code += "uniform float transmittance_depth;\n";
		code += "uniform sampler2D texture_subsurface_transmittance : hint_default_white," + texfilter_str + ";\n";
		code += "uniform float transmittance_boost;\n";
	}
	if (features[FEATURE_BACKLIGHT]) {
		code += "uniform vec4 backlight : source_color;\n";
		code += "uniform sampler2D texture_backlight : hint_default_black," + texfilter_str + ";\n";
	}
	if (features[FEATURE_HEIGHT_MAPPING]) {
		code += "uniform sampler2D texture_heightmap : hint_default_black," + texfilter_height_str + ";\n";
		code += "uniform float heightmap_scale;\n";
		code += "uniform int heightmap_min_layers;\n";
		code += "uniform int heightmap_max_layers;\n";
		code += "uniform vec2 heightmap_flip;\n";
	}
	if (flags[FLAG_UV1_USE_TRIPLANAR]) {
		code += "varying vec3 uv1_triplanar_pos;\n";
	}
	if (flags[FLAG_UV2_USE_TRIPLANAR]) {
		code += "varying vec3 uv2_triplanar_pos;\n";
	}
	if (flags[FLAG_UV1_USE_TRIPLANAR]) {
		code += "uniform float uv1_blend_sharpness;\n";