### 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 ERR_PARSE_ERROR;
			}
			if (!is_do) {
				BlockNode *block = alloc_node<BlockNode>();
				block->parent_block = p_block;
				cf->expressions.push_back(n);
				cf->blocks.push_back(block);
				p_block->statements.push_back(cf);
				Error err = _parse_block(block, p_function_info, true, true, true);
				if (err) {
					return err;
				}
			} else {
				cf->expressions.push_back(n);
				cf->blocks.push_back(do_block);
				p_block->statements.push_back(cf);
				tk = _get_token();
				if (tk.type != TK_SEMICOLON) {
					_set_expected_error(";");
					return ERR_PARSE_ERROR;
				}
			}
		} else if (tk.type == TK_CF_FOR) {
			
			tk = _get_token();
			if (tk.type != TK_PARENTHESIS_OPEN) {
				_set_expected_after_error("(", "for");
				return ERR_PARSE_ERROR;
			}
			ControlFlowNode *cf = alloc_node<ControlFlowNode>();