### 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
}
return p_node;
}
ShaderLanguage::Node *ShaderLanguage::_parse_and_reduce_expression(BlockNode *p_block, const FunctionInfo &p_function_info) {
	ShaderLanguage::Node *expr = _parse_expression(p_block, p_function_info);
	if (!expr) { 
		return nullptr;
	}
	expr = _reduce_expression(p_block, expr);
	return expr;
}
Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_function_info, bool p_just_one, bool p_can_break, bool p_can_continue) {
	while (true) {
		TkPos pos = _get_tkpos();
		Token tk = _get_token();
#ifdef DEBUG_ENABLED
		Token next;
#endif 
		if (p_block && p_block->block_type == BlockNode::BLOCK_TYPE_SWITCH) {
			if (tk.type != TK_CF_CASE && tk.type != TK_CF_DEFAULT && tk.type != TK_CURLY_BRACKET_CLOSE) {
				_set_error(vformat(RTR("A switch may only contain '%s' and '%s' blocks."), "case", "default"));
				return ERR_PARSE_ERROR;
			}
		}
		bool is_struct = shader->structs.has(tk.text);
		bool is_var_init = false;
		bool is_condition = false;
		if (tk.type == TK_CURLY_BRACKET_CLOSE) { 
			if (p_just_one) {
				_set_expected_error("}");
				return ERR_PARSE_ERROR;