### 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
}
code += "	NORMAL_MAP = triplanar_texture(texture_normal,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
		} else {
			code += "	NORMAL_MAP = texture(texture_normal,base_uv).rgb;\n";
		}
		code += "	NORMAL_MAP_DEPTH = normal_scale;\n";
	}
	if (features[FEATURE_EMISSION]) {
		if (flags[FLAG_EMISSION_ON_UV2]) {
			if (flags[FLAG_UV2_USE_TRIPLANAR]) {
				code += "	vec3 emission_tex = triplanar_texture(texture_emission,uv2_power_normal,uv2_triplanar_pos).rgb;\n";
			} else {
				code += "	vec3 emission_tex = texture(texture_emission,base_uv2).rgb;\n";
			}
		} else {
			if (flags[FLAG_UV1_USE_TRIPLANAR]) {
				code += "	vec3 emission_tex = triplanar_texture(texture_emission,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
			} else {
				code += "	vec3 emission_tex = texture(texture_emission,base_uv).rgb;\n";
			}
		}
		if (emission_op == EMISSION_OP_ADD) {
			code += "	EMISSION = (emission.rgb+emission_tex)*emission_energy;\n";
		} else {
			code += "	EMISSION = (emission.rgb*emission_tex)*emission_energy;\n";
		}
	}
	if (features[FEATURE_REFRACTION]) {
		if (features[FEATURE_NORMAL_MAPPING]) {
			code += "	vec3 unpacked_normal = NORMAL_MAP;\n";
			code += "	unpacked_normal.xy = unpacked_normal.xy * 2.0 - 1.0;\n";