### 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_ret = RS::get_singleton()->global_shader_parameter_get(p_name);
		return r_ret.get_type() != Variant::NIL;
	}
	void _get_property_list(List<PropertyInfo> *p_list) const {
		Vector<StringName> variables;
		variables = RS::get_singleton()->global_shader_parameter_get_list();
		for (int i = 0; i < variables.size(); i++) {
			PropertyInfo pinfo;
			pinfo.name = variables[i];
			switch (RS::get_singleton()->global_shader_parameter_get_type(variables[i])) {
				case RS::GLOBAL_VAR_TYPE_BOOL: {
					pinfo.type = Variant::BOOL;
				} break;
				case RS::GLOBAL_VAR_TYPE_BVEC2: {
					pinfo.type = Variant::INT;
					pinfo.hint = PROPERTY_HINT_FLAGS;
					pinfo.hint_string = "x,y";
				} break;
				case RS::GLOBAL_VAR_TYPE_BVEC3: {
					pinfo.type = Variant::INT;
					pinfo.hint = PROPERTY_HINT_FLAGS;
					pinfo.hint_string = "x,y,z";
				} break;
				case RS::GLOBAL_VAR_TYPE_BVEC4: {
					pinfo.type = Variant::INT;
					pinfo.hint = PROPERTY_HINT_FLAGS;
					pinfo.hint_string = "x,y,z,w";