### 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)

return roughness;
}
void BaseMaterial3D::set_metallic(float p_metallic) {
	metallic = p_metallic;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->metallic, p_metallic);
}
float BaseMaterial3D::get_metallic() const {
	return metallic;
}
void BaseMaterial3D::set_emission(const Color &p_emission) {
	emission = p_emission;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->emission, p_emission);
}
Color BaseMaterial3D::get_emission() const {
	return emission;
}
void BaseMaterial3D::set_emission_energy_multiplier(float p_emission_energy_multiplier) {
	emission_energy_multiplier = p_emission_energy_multiplier;
	if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
		RS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, p_emission_energy_multiplier * emission_intensity);
	} else {
		RS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, p_emission_energy_multiplier);
	}
}
float BaseMaterial3D::get_emission_energy_multiplier() const {
	return emission_energy_multiplier;
}
void BaseMaterial3D::set_emission_intensity(float p_emission_intensity) {