### 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
}
code += "	vec2 rim_tex = texture(texture_rim,base_uv).xy;\n";
		}
		code += "	RIM = rim*rim_tex.x;";
		code += "	RIM_TINT = rim_tint*rim_tex.y;\n";
	}
	if (features[FEATURE_CLEARCOAT]) {
		if (flags[FLAG_UV1_USE_TRIPLANAR]) {
			code += "	vec2 clearcoat_tex = triplanar_texture(texture_clearcoat,uv1_power_normal,uv1_triplanar_pos).xy;\n";
		} else {
			code += "	vec2 clearcoat_tex = texture(texture_clearcoat,base_uv).xy;\n";
		}
		code += "	CLEARCOAT = clearcoat*clearcoat_tex.x;";
		code += "	CLEARCOAT_ROUGHNESS = clearcoat_roughness*clearcoat_tex.y;\n";
	}
	if (features[FEATURE_ANISOTROPY]) {
		if (flags[FLAG_UV1_USE_TRIPLANAR]) {
			code += "	vec3 anisotropy_tex = triplanar_texture(texture_flowmap,uv1_power_normal,uv1_triplanar_pos).rga;\n";
		} else {
			code += "	vec3 anisotropy_tex = texture(texture_flowmap,base_uv).rga;\n";
		}
		code += "	ANISOTROPY = anisotropy_ratio*anisotropy_tex.b;\n";
		code += "	ANISOTROPY_FLOW = anisotropy_tex.rg*2.0-1.0;\n";
	}
	if (features[FEATURE_AMBIENT_OCCLUSION]) {
		if (!orm) {
			if (flags[FLAG_AO_ON_UV2]) {
				if (flags[FLAG_UV2_USE_TRIPLANAR]) {
					code += "	AO = dot(triplanar_texture(texture_ambient_occlusion,uv2_power_normal,uv2_triplanar_pos),ao_texture_channel);\n";
				} else {
					code += "	AO = dot(texture(texture_ambient_occlusion,base_uv2),ao_texture_channel);\n";