### 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)

Error error = _parse_array_size(nullptr, constants, true, nullptr, &uniform.array_size, nullptr);
						if (error != OK) {
							return error;
						}
						tk = _get_token();
					}
					if (is_sampler_type(type)) {
						if (uniform_scope == ShaderNode::Uniform::SCOPE_INSTANCE) {
							_set_error(vformat(RTR("The '%s' qualifier is not supported for sampler types."), "SCOPE_INSTANCE"));
							return ERR_PARSE_ERROR;
						}
						uniform.texture_order = texture_uniforms++;
						uniform.texture_binding = texture_binding;
						if (uniform.array_size > 0) {
							texture_binding += uniform.array_size;
						} else {
							++texture_binding;
						}
						uniform.order = -1;
					} else {
						if (uniform_scope == ShaderNode::Uniform::SCOPE_INSTANCE && (type == TYPE_MAT2 || type == TYPE_MAT3 || type == TYPE_MAT4)) {
							_set_error(vformat(RTR("The '%s' qualifier is not supported for matrix types."), "SCOPE_INSTANCE"));
							return ERR_PARSE_ERROR;
						}
						uniform.texture_order = -1;
						if (uniform_scope != ShaderNode::Uniform::SCOPE_INSTANCE) {
							uniform.order = uniforms++;
#ifdef DEBUG_ENABLED
							if (check_device_limit_warnings) {
								if (uniform.array_size > 0) {