### 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)

code += "	NORMAL_MAP = triplanar_texture(texture_normal,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
		} else {
			code += "	NORMAL_MAP = texture(texture_normal,base_uv).rgb;\n";
		}
		code += "	NORMAL_MAP_DEPTH = normal_scale;\n";
	}
	if (features[FEATURE_EMISSION]) {
		if (flags[FLAG_EMISSION_ON_UV2]) {
			if (flags[FLAG_UV2_USE_TRIPLANAR]) {
				code += "	vec3 emission_tex = triplanar_texture(texture_emission,uv2_power_normal,uv2_triplanar_pos).rgb;\n";
			} else {
				code += "	vec3 emission_tex = texture(texture_emission,base_uv2).rgb;\n";
			}
		} else {
			if (flags[FLAG_UV1_USE_TRIPLANAR]) {
				code += "	vec3 emission_tex = triplanar_texture(texture_emission,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
			} else {
				code += "	vec3 emission_tex = texture(texture_emission,base_uv).rgb;\n";
			}
		}
		if (emission_op == EMISSION_OP_ADD) {
			code += "	EMISSION = (emission.rgb+emission_tex)*emission_energy;\n";
		} else {
			code += "	EMISSION = (emission.rgb*emission_tex)*emission_energy;\n";
		}
	}
	if (features[FEATURE_REFRACTION]) {
		if (features[FEATURE_NORMAL_MAPPING]) {
			code += "	vec3 unpacked_normal = NORMAL_MAP;\n";
			code += "	unpacked_normal.xy = unpacked_normal.xy * 2.0 - 1.0;\n";