### 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
}
actions.render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n";
		actions.render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n";
		actions.render_mode_defines["collision_use_scale"] = "#define USE_COLLISION_SCALE\n";
		actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
		actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
		actions.global_buffer_array_variable = "global_shader_uniforms";
		shaders.compiler_particles.initialize(actions);
	}
	{
		
		ShaderCompiler::DefaultIdentifierActions actions;
		actions.renames["COLOR"] = "color";
		actions.renames["ALPHA"] = "alpha";
		actions.renames["EYEDIR"] = "cube_normal";
		actions.renames["POSITION"] = "position";
		actions.renames["SKY_COORDS"] = "panorama_coords";
		actions.renames["SCREEN_UV"] = "uv";
		actions.renames["TIME"] = "time";
		actions.renames["FRAGCOORD"] = "gl_FragCoord";
		actions.renames["PI"] = _MKSTR(Math_PI);
		actions.renames["TAU"] = _MKSTR(Math_TAU);
		actions.renames["E"] = _MKSTR(Math_E);
		actions.renames["HALF_RES_COLOR"] = "half_res_color";
		actions.renames["QUARTER_RES_COLOR"] = "quarter_res_color";
		actions.renames["RADIANCE"] = "radiance";
		actions.renames["FOG"] = "custom_fog";
		actions.renames["LIGHT0_ENABLED"] = "directional_lights.data[0].enabled";
		actions.renames["LIGHT0_DIRECTION"] = "directional_lights.data[0].direction_energy.xyz";
		actions.renames["LIGHT0_ENERGY"] = "directional_lights.data[0].direction_energy.w";
		actions.renames["LIGHT0_COLOR"] = "directional_lights.data[0].color_size.xyz";