### 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
}
actions.renames["TIME"] = "time";
		actions.renames["PI"] = _MKSTR(Math_PI);
		actions.renames["TAU"] = _MKSTR(Math_TAU);
		actions.renames["E"] = _MKSTR(Math_E);
		actions.renames["AT_LIGHT_PASS"] = "false";
		actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
		actions.renames["COLOR"] = "color";
		actions.renames["NORMAL"] = "normal";
		actions.renames["NORMAL_MAP"] = "normal_map";
		actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
		actions.renames["TEXTURE"] = "color_texture";
		actions.renames["TEXTURE_PIXEL_SIZE"] = "color_texture_pixel_size";
		actions.renames["NORMAL_TEXTURE"] = "normal_texture";
		actions.renames["SPECULAR_SHININESS_TEXTURE"] = "specular_texture";
		actions.renames["SPECULAR_SHININESS"] = "specular_shininess";
		actions.renames["SCREEN_UV"] = "screen_uv";
		actions.renames["SCREEN_PIXEL_SIZE"] = "screen_pixel_size";
		actions.renames["FRAGCOORD"] = "gl_FragCoord";
		actions.renames["POINT_COORD"] = "gl_PointCoord";
		actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";
		actions.renames["VERTEX_ID"] = "gl_VertexIndex";
		actions.renames["LIGHT_POSITION"] = "light_position";
		actions.renames["LIGHT_DIRECTION"] = "light_direction";
		actions.renames["LIGHT_IS_DIRECTIONAL"] = "is_directional";
		actions.renames["LIGHT_COLOR"] = "light_color";
		actions.renames["LIGHT_ENERGY"] = "light_energy";
		actions.renames["LIGHT"] = "light";
		actions.renames["SHADOW_MODULATE"] = "shadow_modulate";
		actions.renames["texture_sdf"] = "texture_sdf";
		actions.renames["texture_sdf_normal"] = "texture_sdf_normal";