### 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
}
decl.initializer.push_back(n);
							}
							tk = _get_token();
						} else {
							if (tk.type != TK_CURLY_BRACKET_OPEN) {
								if (unknown_size) {
									_set_expected_error("{");
									return ERR_PARSE_ERROR;
								}
								full_def = true;
								DataPrecision precision2 = PRECISION_DEFAULT;
								if (is_token_precision(tk.type)) {
									precision2 = get_token_precision(tk.type);
									tk = _get_token();
									if (!is_token_nonvoid_datatype(tk.type)) {
										_set_error(RTR("Expected data type after precision modifier."));
										return ERR_PARSE_ERROR;
									}
								}
								DataType type2;
								StringName struct_name2 = "";
								if (shader->structs.has(tk.text)) {
									type2 = TYPE_STRUCT;
									struct_name2 = tk.text;
								} else {
									if (!is_token_variable_datatype(tk.type)) {
										_set_error(RTR("Invalid data type for the array."));
										return ERR_PARSE_ERROR;
									}
									type2 = get_token_datatype(tk.type);