### 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
}
GlobalShaderUniforms::Variable *gv = material_storage->global_shader_uniforms.variables.getptr(E.key);
			uint32_t index = 0;
			if (gv) {
				index = gv->buffer_index;
			} else {
				WARN_PRINT("Shader uses global parameter '" + E.key + "', but it was removed at some point. Material will not display correctly.");
			}
			uint32_t offset = p_uniform_offsets[E.value.order];
			uint32_t *intptr = (uint32_t *)&p_buffer[offset];
			*intptr = index;
			uses_global_buffer = true;
			continue;
		}
		
		uint32_t offset = p_uniform_offsets[E.value.order];
#ifdef DEBUG_ENABLED
		uint32_t size = 0U;
		
		if (E.value.array_size > 0) {
			size = ShaderLanguage::get_datatype_size(E.value.type) * E.value.array_size;
			int m = (16 * E.value.array_size);
			if ((size % m) != 0U) {
				size += m - (size % m);
			}
		} else {
			size = ShaderLanguage::get_datatype_size(E.value.type);
		}
		ERR_CONTINUE(offset + size > p_buffer_size);
#endif