### 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
}
int max = builtin_func_const_args[constarg_idx].max;
								bool error = false;
								if (p_func->arguments[arg]->type == Node::NODE_TYPE_VARIABLE) {
									const VariableNode *vn = static_cast<VariableNode *>(p_func->arguments[arg]);
									bool is_const = false;
									ConstantNode::Value value;
									value.sint = -1;
									_find_identifier(p_block, false, p_function_info, vn->name, nullptr, nullptr, &is_const, nullptr, nullptr, &value);
									if (!is_const || value.sint < min || value.sint > max) {
										error = true;
									}
								} else {
									if (p_func->arguments[arg]->type == Node::NODE_TYPE_CONSTANT) {
										const ConstantNode *cn = static_cast<ConstantNode *>(p_func->arguments[arg]);
										if (cn->get_datatype() == TYPE_INT && cn->values.size() == 1) {
											int value = cn->values[0].sint;
											if (value < min || value > max) {
												error = true;
											}
										} else {
											error = true;
										}
									} else {
										error = true;
									}
								}
								if (error) {
									_set_error(vformat(RTR("Expected integer constant within [%d..%d] range."), min, max));
									return false;
								}