### Godot version

v4.0.2.stable.official [7a0977ce2]

### System information

GNU/Linux, GLES3 & Vulkan, Intel UHD 770

### Issue description

When passing arrays of color objects to the shader, the shader program cannot get the values, even when converted to vector arrays.

And source_color hint does not convert colors correctly when passed through an array.

```
var colors := [
	Color.hex(0x0088ffff),
	Color.hex(0xff000088),
	Color.hex(0x00ff0000),
	Color.hex(0x0000ffff),
]
func _ready() -> void:
	var shader: ShaderMaterial = mesh.material
	shader.set_shader_parameter("vec4_no_hint", colors)
	shader.set_shader_parameter("vec4_hint", colors)
	shader.set_shader_parameter("vec3_no_hint", colors)
	shader.set_shader_parameter("vec3_hint", colors)
	var cvt_colors = colors.map(func (c): return Vector4(c.r, c.g, c.b, c.a))
	shader.set_shader_parameter("cvt_vec4_no_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec4_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec3_no_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec3_hint", cvt_colors)
```

Result With GLES3:
![图片](https://user-images.githubusercontent.com/20413045/232321140-3118a776-e76e-4e73-954f-c7b4f155d1ec.png)

Result With Vulkan:
![图片](https://user-images.githubusercontent.com/20413045/232321207-d52cb2e5-c644-40a8-89ee-71da8b58e408.png)


### Steps to reproduce

Open the sample project attached, open the test scene, switch to the 3D tab, you will see it.

### Minimal reproduction project

[test-color-uniform-array.tar.gz](https://github.com/godotengine/godot/files/11242561/test-color-uniform-array.tar.gz)

ao_light_affect = p_ao_light_affect;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->ao_light_affect, p_ao_light_affect);
}
float BaseMaterial3D::get_ao_light_affect() const {
	return ao_light_affect;
}
void BaseMaterial3D::set_clearcoat(float p_clearcoat) {
	clearcoat = p_clearcoat;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat, p_clearcoat);
}
float BaseMaterial3D::get_clearcoat() const {
	return clearcoat;
}
void BaseMaterial3D::set_clearcoat_roughness(float p_clearcoat_roughness) {
	clearcoat_roughness = p_clearcoat_roughness;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat_roughness, p_clearcoat_roughness);
}
float BaseMaterial3D::get_clearcoat_roughness() const {
	return clearcoat_roughness;
}
void BaseMaterial3D::set_anisotropy(float p_anisotropy) {
	anisotropy = p_anisotropy;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->anisotropy, p_anisotropy);
}
float BaseMaterial3D::get_anisotropy() const {
	return anisotropy;
}
void BaseMaterial3D::set_heightmap_scale(float p_heightmap_scale) {