### 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
}
Token tk;
	TkPos prev_pos;
	Token next;
	if (!is_shader_inc) {
#ifdef DEBUG_ENABLED
		keyword_completion_context = CF_SHADER_TYPE;
#endif 
		tk = _get_token();
		if (tk.type != TK_SHADER_TYPE) {
			_set_error(vformat(RTR("Expected '%s' at the beginning of shader. Valid types are: %s."), "shader_type", _get_shader_type_list(p_shader_types)));
			return ERR_PARSE_ERROR;
		}
#ifdef DEBUG_ENABLED
		keyword_completion_context = CF_UNSPECIFIED;
#endif 
		_get_completable_identifier(nullptr, COMPLETION_SHADER_TYPE, shader_type_identifier);
		if (shader_type_identifier == StringName()) {
			_set_error(vformat(RTR("Expected an identifier after '%s', indicating the type of shader. Valid types are: %s."), "shader_type", _get_shader_type_list(p_shader_types)));
			return ERR_PARSE_ERROR;
		}
		if (!p_shader_types.has(shader_type_identifier)) {
			_set_error(vformat(RTR("Invalid shader type. Valid types are: %s"), _get_shader_type_list(p_shader_types)));
			return ERR_PARSE_ERROR;
		}
		prev_pos = _get_tkpos();
		tk = _get_token();