### 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
}
glBindBufferBase(GL_UNIFORM_BUFFER, SKY_MATERIAL_UNIFORM_LOCATION, uniform_buffer);
	bind_uniforms_generic(texture_cache, shader_data->texture_uniforms);
}
void SceneShaderData::set_code(const String &p_code) {
	
	code = p_code;
	valid = false;
	ubo_size = 0;
	uniforms.clear();
	if (code.is_empty()) {
		return; 
	}
	ShaderCompiler::GeneratedCode gen_code;
	int blend_modei = BLEND_MODE_MIX;
	int depth_testi = DEPTH_TEST_ENABLED;
	int alpha_antialiasing_modei = ALPHA_ANTIALIASING_OFF;
	int cull_modei = CULL_BACK;
	int depth_drawi = DEPTH_DRAW_OPAQUE;
	uses_point_size = false;
	uses_alpha = false;
	uses_alpha_clip = false;
	uses_blend_alpha = false;
	uses_depth_prepass_alpha = false;
	uses_discard = false;
	uses_roughness = false;
	uses_normal = false;
	wireframe = false;