### 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 (p_name == "flags_transparent") {
		bool transparent = p_value;
		if (transparent) {
			set_transparency(TRANSPARENCY_ALPHA);
		}
		return true;
	} else if (p_name == "flags_unshaded") {
		bool unshaded = p_value;
		if (unshaded) {
			set_shading_mode(SHADING_MODE_UNSHADED);
		}
		return true;
	} else if (p_name == "flags_vertex_lighting") {
		bool vertex_lit = p_value;
		if (vertex_lit && get_shading_mode() != SHADING_MODE_UNSHADED) {
			set_shading_mode(SHADING_MODE_PER_VERTEX);
		}
		return true;
	} else if (p_name == "params_use_alpha_scissor") {
		bool use_scissor = p_value;
		if (use_scissor) {
			set_transparency(TRANSPARENCY_ALPHA_SCISSOR);
		}
		return true;
	} else if (p_name == "params_use_alpha_hash") {
		bool use_hash = p_value;
		if (use_hash) {
			set_transparency(TRANSPARENCY_ALPHA_HASH);
		}
		return true;