### 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)

uint64_t key = 0;
	key |= ((int8_t)p_shaded & 0x01) << 0;
	key |= ((int8_t)p_transparency & 0x07) << 1; 
	key |= ((int8_t)p_double_sided & 0x01) << 4;
	key |= ((int8_t)p_billboard & 0x01) << 5;
	key |= ((int8_t)p_billboard_y & 0x01) << 6;
	key |= ((int8_t)p_msdf & 0x01) << 7;
	key |= ((int8_t)p_no_depth & 0x01) << 8;
	key |= ((int8_t)p_fixed_size & 0x01) << 9;
	key |= ((int8_t)p_filter & 0x07) << 10; 
	key |= ((int8_t)p_alpha_antialiasing_mode & 0x07) << 13; 
	if (materials_for_2d.has(key)) {
		if (r_shader_rid) {
			*r_shader_rid = materials_for_2d[key]->get_shader_rid();
		}
		return materials_for_2d[key];
	}
	Ref<StandardMaterial3D> material;
	material.instantiate();
	material->set_shading_mode(p_shaded ? SHADING_MODE_PER_PIXEL : SHADING_MODE_UNSHADED);
	material->set_transparency(p_transparency);
	material->set_cull_mode(p_double_sided ? CULL_DISABLED : CULL_BACK);
	material->set_flag(FLAG_SRGB_VERTEX_COLOR, true);
	material->set_flag(FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
	material->set_flag(FLAG_ALBEDO_TEXTURE_MSDF, p_msdf);
	material->set_flag(FLAG_DISABLE_DEPTH_TEST, p_no_depth);
	material->set_flag(FLAG_FIXED_SIZE, p_fixed_size);
	material->set_alpha_antialiasing(p_alpha_antialiasing_mode);
	material->set_texture_filter(p_filter);
	if (p_billboard || p_billboard_y) {