### 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
}
#endif 
				tk = _get_token();
				if (tk.type == TK_IDENTIFIER) {
					st.name = tk.text;
					if (shader->constants.has(st.name) || shader->structs.has(st.name)) {
						_set_redefinition_error(String(st.name));
						return ERR_PARSE_ERROR;
					}
					tk = _get_token();
					if (tk.type != TK_CURLY_BRACKET_OPEN) {
						_set_expected_error("{");
						return ERR_PARSE_ERROR;
					}
				} else {
					_set_error(RTR("Expected a struct identifier."));
					return ERR_PARSE_ERROR;
				}
				StructNode *st_node = alloc_node<StructNode>();
				st.shader_struct = st_node;
				int member_count = 0;
				HashSet<String> member_names;
				while (true) { 
#ifdef DEBUG_ENABLED
					keyword_completion_context = CF_DATATYPE | CF_PRECISION_MODIFIER;
#endif 
					tk = _get_token();
					if (tk.type == TK_CURLY_BRACKET_CLOSE) {
						break;
					}
					StringName struct_name = "";