### 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
}
func_node->body = alloc_node<BlockNode>();
				func_node->body->parent_function = func_node;
				tk = _get_token();
				while (true) {
					if (tk.type == TK_PARENTHESIS_CLOSE) {
						break;
					}
#ifdef DEBUG_ENABLED
					keyword_completion_context = CF_CONST_KEYWORD | CF_FUNC_DECL_PARAM_SPEC | CF_PRECISION_MODIFIER | CF_FUNC_DECL_PARAM_TYPE; 
					if (_lookup_next(next)) {
						if (next.type == TK_CONST) {
							keyword_completion_context = CF_UNSPECIFIED;
						} else if (is_token_arg_qual(next.type)) {
							keyword_completion_context = CF_CONST_KEYWORD;
						} else if (is_token_precision(next.type)) {
							keyword_completion_context = (CF_CONST_KEYWORD | CF_FUNC_DECL_PARAM_SPEC | CF_FUNC_DECL_PARAM_TYPE);
						} else if (is_token_datatype(next.type)) {
							keyword_completion_context = (CF_CONST_KEYWORD | CF_FUNC_DECL_PARAM_SPEC | CF_PRECISION_MODIFIER);
						}
					}
#endif 
					bool param_is_const = false;
					if (tk.type == TK_CONST) {
						param_is_const = true;
						tk = _get_token();
#ifdef DEBUG_ENABLED
						if (keyword_completion_context & CF_CONST_KEYWORD) {
							keyword_completion_context ^= CF_CONST_KEYWORD;
						}
						if (_lookup_next(next)) {