### 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
}
}
								}
								bool curly = tk.type == TK_CURLY_BRACKET_OPEN;
								if (unknown_size) {
									if (!curly) {
										_set_expected_error("{");
										return ERR_PARSE_ERROR;
									}
								} else {
									if (full_def) {
										if (curly) {
											_set_expected_error("(");
											return ERR_PARSE_ERROR;
										}
									}
								}
								if (tk.type == TK_PARENTHESIS_OPEN || curly) { 
									while (true) {
										Node *n = _parse_and_reduce_expression(nullptr, constants);
										if (!n) {
											return ERR_PARSE_ERROR;
										}
										if (n->type == Node::NODE_TYPE_OPERATOR && static_cast<OperatorNode *>(n)->op == OP_CALL) {
											_set_error(RTR("Expected constant expression."));
											return ERR_PARSE_ERROR;
										}
										if (!_compare_datatypes(constant.type, struct_name, 0, n->get_datatype(), n->get_datatype_name(), 0)) {
											return ERR_PARSE_ERROR;
										}
										tk = _get_token();