### 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 (tk.type != TK_SEMICOLON) {
						_set_expected_error(";");
						return ERR_PARSE_ERROR;
					}
#ifdef DEBUG_ENABLED
					keyword_completion_context = CF_GLOBAL_SPACE;
#endif 
					completion_type = COMPLETION_NONE;
					current_uniform_hint = ShaderNode::Uniform::HINT_NONE;
					current_uniform_filter = FILTER_DEFAULT;
					current_uniform_repeat = REPEAT_DEFAULT;
					current_uniform_instance_index_defined = false;
				} else { 
					ShaderNode::Varying varying;
					varying.type = type;
					varying.precision = precision;
					varying.interpolation = interpolation;
					varying.tkpos = prev_pos;
					varying.array_size = array_size;
					tk = _get_token();
					if (tk.type != TK_SEMICOLON && tk.type != TK_BRACKET_OPEN) {
						if (array_size == 0) {
							_set_expected_error(";", "[");
						} else {
							_set_expected_error(";");
						}
						return ERR_PARSE_ERROR;
					}
					if (tk.type == TK_BRACKET_OPEN) {
						Error error = _parse_array_size(nullptr, constants, true, nullptr, &varying.array_size, nullptr);