### 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
}
}
				while (builtin_func_defs[idx].name) {
					if (low_end && builtin_func_defs[idx].high_end) {
						idx++;
						continue;
					}
					matches.insert(String(builtin_func_defs[idx].name), ScriptLanguage::CODE_COMPLETION_KIND_FUNCTION);
					idx++;
				}
			} else { 
				int idx = 0;
				bool low_end = RenderingServer::get_singleton()->is_low_end();
				while (builtin_func_defs[idx].name) {
					if (low_end && builtin_func_defs[idx].high_end) {
						idx++;
						continue;
					}
					if (builtin_func_defs[idx].tag == completion_class) {
						matches.insert(String(builtin_func_defs[idx].name), ScriptLanguage::CODE_COMPLETION_KIND_FUNCTION);
					}
					idx++;
				}
			}
			for (const KeyValue<String, ScriptLanguage::CodeCompletionKind> &E : matches) {
				ScriptLanguage::CodeCompletionOption option(E.key, E.value);
				if (E.value == ScriptLanguage::CODE_COMPLETION_KIND_FUNCTION) {
					option.insert_text += "(";
				}
				r_options->push_back(option);
			}