### 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
}
glBindBufferBase(GL_UNIFORM_BUFFER, RasterizerCanvasGLES3::MATERIAL_UNIFORM_LOCATION, uniform_buffer);
	bind_uniforms_generic(texture_cache, shader_data->texture_uniforms, 1, filter_from_uniform_canvas, repeat_from_uniform_canvas); 
}
CanvasMaterialData::~CanvasMaterialData() {
}
GLES3::MaterialData *GLES3::_create_canvas_material_func(ShaderData *p_shader) {
	CanvasMaterialData *material_data = memnew(CanvasMaterialData);
	material_data->shader_data = static_cast<CanvasShaderData *>(p_shader);
	
	return material_data;
}
void SkyShaderData::set_code(const String &p_code) {
	
	code = p_code;
	valid = false;
	ubo_size = 0;
	uniforms.clear();
	if (code.is_empty()) {
		return; 
	}
	ShaderCompiler::GeneratedCode gen_code;
	ShaderCompiler::IdentifierActions actions;
	actions.entry_point_stages["sky"] = ShaderCompiler::STAGE_FRAGMENT;
	uses_time = false;
	uses_half_res = false;