### 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
}
if (keyword_completion_context & CF_PRECISION_MODIFIER) {
						keyword_completion_context ^= CF_PRECISION_MODIFIER;
					}
					if (_lookup_next(next)) {
						if (is_token_datatype(next.type)) {
							keyword_completion_context = CF_UNSPECIFIED;
						}
					}
#endif 
				}
				if (shader->structs.has(tk.text)) {
					if (is_uniform) {
						_set_error(vformat(RTR("The '%s' data type is not supported for uniforms."), "struct"));
						return ERR_PARSE_ERROR;
					} else {
						_set_error(vformat(RTR("The '%s' data type is not allowed here."), "struct"));
						return ERR_PARSE_ERROR;
					}
				}
				if (!is_token_datatype(tk.type)) {
					_set_error(RTR("Expected data type."));
					return ERR_PARSE_ERROR;
				}
				type = get_token_datatype(tk.type);
				if (precision != PRECISION_DEFAULT && _validate_precision(type, precision) != OK) {
					return ERR_PARSE_ERROR;
				}
				if (type == TYPE_VOID) {
					_set_error(vformat(RTR("The '%s' data type is not allowed here."), "void"));
					return ERR_PARSE_ERROR;