### Godot version

v4.0.2.stable.official [7a0977ce2]

### System information

GNU/Linux, GLES3 & Vulkan, Intel UHD 770

### Issue description

When passing arrays of color objects to the shader, the shader program cannot get the values, even when converted to vector arrays.

And source_color hint does not convert colors correctly when passed through an array.

```
var colors := [
	Color.hex(0x0088ffff),
	Color.hex(0xff000088),
	Color.hex(0x00ff0000),
	Color.hex(0x0000ffff),
]
func _ready() -> void:
	var shader: ShaderMaterial = mesh.material
	shader.set_shader_parameter("vec4_no_hint", colors)
	shader.set_shader_parameter("vec4_hint", colors)
	shader.set_shader_parameter("vec3_no_hint", colors)
	shader.set_shader_parameter("vec3_hint", colors)
	var cvt_colors = colors.map(func (c): return Vector4(c.r, c.g, c.b, c.a))
	shader.set_shader_parameter("cvt_vec4_no_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec4_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec3_no_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec3_hint", cvt_colors)
```

Result With GLES3:
![图片](https://user-images.githubusercontent.com/20413045/232321140-3118a776-e76e-4e73-954f-c7b4f155d1ec.png)

Result With Vulkan:
![图片](https://user-images.githubusercontent.com/20413045/232321207-d52cb2e5-c644-40a8-89ee-71da8b58e408.png)


### Steps to reproduce

Open the sample project attached, open the test scene, switch to the 3D tab, you will see it.

### Minimal reproduction project

[test-color-uniform-array.tar.gz](https://github.com/godotengine/godot/files/11242561/test-color-uniform-array.tar.gz)

_global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);
		global_shader_uniforms.must_update_buffer_materials = true; 
	}
	global_shader_uniforms.variables[p_name] = gv;
}
void MaterialStorage::global_shader_parameter_remove(const StringName &p_name) {
	if (!global_shader_uniforms.variables.has(p_name)) {
		return;
	}
	GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name];
	if (gv.buffer_index >= 0) {
		global_shader_uniforms.buffer_usage[gv.buffer_index].elements = 0;
		global_shader_uniforms.must_update_buffer_materials = true;
	} else {
		global_shader_uniforms.must_update_texture_materials = true;
	}
	global_shader_uniforms.variables.erase(p_name);
}
Vector<StringName> MaterialStorage::global_shader_parameter_get_list() const {
	if (!Engine::get_singleton()->is_editor_hint()) {
		ERR_FAIL_V_MSG(Vector<StringName>(), "This function should never be used outside the editor, it can severely damage performance.");
	}
	Vector<StringName> names;
	for (const KeyValue<StringName, GlobalShaderUniforms::Variable> &E : global_shader_uniforms.variables) {
		names.push_back(E.key);
	}
	names.sort_custom<StringName::AlphCompare>();
	return names;
}
void MaterialStorage::global_shader_parameter_set(const StringName &p_name, const Variant &p_value) {