### Godot version

v4.0.2.stable.official [7a0977ce2]

### System information

GNU/Linux, GLES3 & Vulkan, Intel UHD 770

### Issue description

When passing arrays of color objects to the shader, the shader program cannot get the values, even when converted to vector arrays.

And source_color hint does not convert colors correctly when passed through an array.

```
var colors := [
	Color.hex(0x0088ffff),
	Color.hex(0xff000088),
	Color.hex(0x00ff0000),
	Color.hex(0x0000ffff),
]
func _ready() -> void:
	var shader: ShaderMaterial = mesh.material
	shader.set_shader_parameter("vec4_no_hint", colors)
	shader.set_shader_parameter("vec4_hint", colors)
	shader.set_shader_parameter("vec3_no_hint", colors)
	shader.set_shader_parameter("vec3_hint", colors)
	var cvt_colors = colors.map(func (c): return Vector4(c.r, c.g, c.b, c.a))
	shader.set_shader_parameter("cvt_vec4_no_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec4_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec3_no_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec3_hint", cvt_colors)
```

Result With GLES3:
![图片](https://user-images.githubusercontent.com/20413045/232321140-3118a776-e76e-4e73-954f-c7b4f155d1ec.png)

Result With Vulkan:
![图片](https://user-images.githubusercontent.com/20413045/232321207-d52cb2e5-c644-40a8-89ee-71da8b58e408.png)


### Steps to reproduce

Open the sample project attached, open the test scene, switch to the 3D tab, you will see it.

### Minimal reproduction project

[test-color-uniform-array.tar.gz](https://github.com/godotengine/godot/files/11242561/test-color-uniform-array.tar.gz)

switch (p_what) {
		case Node3D::NOTIFICATION_ENTER_TREE: {
			add_to_group(SceneStringNames::get_singleton()->shader_overrides_group);
			_activate();
		} break;
		case Node3D::NOTIFICATION_EXIT_TREE: {
			if (active) {
				
				for (const KeyValue<StringName, Override> &E : overrides) {
					const Override *o = &E.value;
					if (o->in_use) {
						RS::get_singleton()->global_shader_parameter_set_override(E.key, Variant());
					}
				}
			}
			remove_from_group(SceneStringNames::get_singleton()->shader_overrides_group_active);
			remove_from_group(SceneStringNames::get_singleton()->shader_overrides_group);
			get_tree()->call_group_flags(SceneTree::GROUP_CALL_DEFERRED, SceneStringNames::get_singleton()->shader_overrides_group, "_activate"); 
			active = false;
		} break;
	}
}
PackedStringArray ShaderGlobalsOverride::get_configuration_warnings() const {