### 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
}
gui[0] = v.basis.rows[0][0];
				gui[1] = v.basis.rows[1][0];
				gui[2] = v.basis.rows[2][0];
				gui[3] = 0;
				gui[4] = v.basis.rows[0][1];
				gui[5] = v.basis.rows[1][1];
				gui[6] = v.basis.rows[2][1];
				gui[7] = 0;
				gui[8] = v.basis.rows[0][2];
				gui[9] = v.basis.rows[1][2];
				gui[10] = v.basis.rows[2][2];
				gui[11] = 0;
				gui[12] = v.origin.x;
				gui[13] = v.origin.y;
				gui[14] = v.origin.z;
				gui[15] = 1;
			} else {
				Projection v = value;
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						gui[i * 4 + j] = v.columns[i][j];
					}
				}
			}
		} break;
		default: {
		}
	}
}
_FORCE_INLINE_ static void _fill_std140_ubo_value(ShaderLanguage::DataType type, const Vector<ShaderLanguage::ConstantNode::Value> &value, uint8_t *data) {