### 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
}
r_options->push_back(option);
			}
		}
	}
#endif 
	switch (completion_type) {
		case COMPLETION_NONE: {
			
			return OK;
		} break;
		case COMPLETION_SHADER_TYPE: {
			for (const String &shader_type : p_info.shader_types) {
				ScriptLanguage::CodeCompletionOption option(shader_type, ScriptLanguage::CODE_COMPLETION_KIND_PLAIN_TEXT);
				r_options->push_back(option);
			}
			return OK;
		} break;
		case COMPLETION_RENDER_MODE: {
			if (is_shader_inc) {
				for (int i = 0; i < RenderingServer::SHADER_MAX; i++) {
					const Vector<ModeInfo> modes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(i));
					for (int j = 0; j < modes.size(); j++) {
						const ModeInfo &info = modes[j];
						if (!info.options.is_empty()) {
							bool found = false;
							for (int k = 0; k < info.options.size(); k++) {
								if (shader->render_modes.has(String(info.name) + "_" + String(info.options[k]))) {
									found = true;
								}
							}