### 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
}
Shader *shader = shader_owner.get_or_null(p_shader);
	ERR_FAIL_COND_V(!shader, RS::ShaderNativeSourceCode());
	if (shader->data) {
		return shader->data->get_native_source_code();
	}
	return RS::ShaderNativeSourceCode();
}
void MaterialStorage::_material_queue_update(GLES3::Material *material, bool p_uniform, bool p_texture) {
	material->uniform_dirty = material->uniform_dirty || p_uniform;
	material->texture_dirty = material->texture_dirty || p_texture;
	if (material->update_element.in_list()) {
		return;
	}
	material_update_list.add(&material->update_element);
}
void MaterialStorage::_update_queued_materials() {
	while (material_update_list.first()) {
		Material *material = material_update_list.first()->self();
		if (material->data) {
			material->data->update_parameters(material->params, material->uniform_dirty, material->texture_dirty);
		}
		material->texture_dirty = false;
		material->uniform_dirty = false;
		material_update_list.remove(&material->update_element);
	}
}
RID MaterialStorage::material_allocate() {