### 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
}
}
	if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) {
		
		code += "	TANGENT = vec3(0.0,0.0,-1.0) * abs(NORMAL.x);\n";
		code += "	TANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.y);\n";
		code += "	TANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.z);\n";
		code += "	TANGENT = normalize(TANGENT);\n";
		code += "	BINORMAL = vec3(0.0,1.0,0.0) * abs(NORMAL.x);\n";
		code += "	BINORMAL+= vec3(0.0,0.0,-1.0) * abs(NORMAL.y);\n";
		code += "	BINORMAL+= vec3(0.0,1.0,0.0) * abs(NORMAL.z);\n";
		code += "	BINORMAL = normalize(BINORMAL);\n";
	}
	if (flags[FLAG_UV1_USE_TRIPLANAR]) {
		if (flags[FLAG_UV1_USE_WORLD_TRIPLANAR]) {
			code += "	uv1_power_normal=pow(abs(mat3(MODEL_MATRIX) * NORMAL),vec3(uv1_blend_sharpness));\n";
			code += "	uv1_triplanar_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv1_scale + uv1_offset;\n";
		} else {
			code += "	uv1_power_normal=pow(abs(NORMAL),vec3(uv1_blend_sharpness));\n";
			code += "	uv1_triplanar_pos = VERTEX * uv1_scale + uv1_offset;\n";
		}
		code += "	uv1_power_normal/=dot(uv1_power_normal,vec3(1.0));\n";
		code += "	uv1_triplanar_pos *= vec3(1.0,-1.0, 1.0);\n";
	}
	if (flags[FLAG_UV2_USE_TRIPLANAR]) {
		if (flags[FLAG_UV2_USE_WORLD_TRIPLANAR]) {
			code += "	uv2_power_normal=pow(abs(mat3(MODEL_MATRIX) * NORMAL), vec3(uv2_blend_sharpness));\n";
			code += "	uv2_triplanar_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv2_scale + uv2_offset;\n";
		} else {
			code += "	uv2_power_normal=pow(abs(NORMAL), vec3(uv2_blend_sharpness));\n";
			code += "	uv2_triplanar_pos = VERTEX * uv2_scale + uv2_offset;\n";