### 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)

CF_UNSPECIFIED = 0U,
	CF_BLOCK = 1U, 
	CF_FUNC_DECL_PARAM_SPEC = 2U, 
	CF_FUNC_DECL_PARAM_TYPE = 4U, 
	CF_IF_DECL = 8U, 
	CF_BOOLEAN = 16U, 
	CF_GLOBAL_SPACE = 32U, 
	CF_DATATYPE = 64U, 
	CF_UNIFORM_TYPE = 128U, 
	CF_VARYING_TYPE = 256U, 
	CF_PRECISION_MODIFIER = 512U, 
	CF_INTERPOLATION_QUALIFIER = 1024U, 
	CF_UNIFORM_KEYWORD = 2048U, 
	CF_CONST_KEYWORD = 4096U, 
	CF_UNIFORM_QUALIFIER = 8192U, 
	CF_SHADER_TYPE = 16384U, 
};
const uint32_t KCF_DATATYPE = CF_BLOCK | CF_GLOBAL_SPACE | CF_DATATYPE | CF_FUNC_DECL_PARAM_TYPE | CF_UNIFORM_TYPE;
const uint32_t KCF_SAMPLER_DATATYPE = CF_FUNC_DECL_PARAM_TYPE | CF_UNIFORM_TYPE;
const ShaderLanguage::KeyWord ShaderLanguage::keyword_list[] = {
	{ TK_TRUE, "true", CF_BLOCK | CF_IF_DECL | CF_BOOLEAN, {}, {} },
	{ TK_FALSE, "false", CF_BLOCK | CF_IF_DECL | CF_BOOLEAN, {}, {} },
	
	{ TK_TYPE_VOID, "void", CF_GLOBAL_SPACE, {}, {} },
	{ TK_TYPE_BOOL, "bool", KCF_DATATYPE, {}, {} },
	{ TK_TYPE_BVEC2, "bvec2", KCF_DATATYPE, {}, {} },
	{ TK_TYPE_BVEC3, "bvec3", KCF_DATATYPE, {}, {} },
	{ TK_TYPE_BVEC4, "bvec4", KCF_DATATYPE, {}, {} },
	{ TK_TYPE_INT, "int", KCF_DATATYPE, {}, {} },