### 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 (shader->data) {
		shader->data->set_code(p_code);
	}
	for (Material *E : shader->owners) {
		Material *material = E;
		material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
		_material_queue_update(material, true, true);
	}
}
void MaterialStorage::shader_set_path_hint(RID p_shader, const String &p_path) {
	GLES3::Shader *shader = shader_owner.get_or_null(p_shader);
	ERR_FAIL_COND(!shader);
	shader->path_hint = p_path;
	if (shader->data) {
		shader->data->set_path_hint(p_path);
	}
}
String MaterialStorage::shader_get_code(RID p_shader) const {
	const GLES3::Shader *shader = shader_owner.get_or_null(p_shader);
	ERR_FAIL_COND_V(!shader, String());
	return shader->code;
}
void MaterialStorage::get_shader_parameter_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
	GLES3::Shader *shader = shader_owner.get_or_null(p_shader);
	ERR_FAIL_COND(!shader);
	if (shader->data) {
		return shader->data->get_shader_uniform_list(p_param_list);
	}
}
void MaterialStorage::shader_set_default_texture_parameter(RID p_shader, const StringName &p_name, RID p_texture, int p_index) {