### 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
}
GLES3::Material *material = material_owner.get_or_null(p_material);
	ERR_FAIL_COND(!material);
	if (material->shader && material->shader->data) {
		material->shader->data->get_instance_param_list(r_parameters);
		if (material->next_pass.is_valid()) {
			material_get_instance_shader_parameters(material->next_pass, r_parameters);
		}
	}
}
void MaterialStorage::material_update_dependency(RID p_material, DependencyTracker *p_instance) {
	Material *material = material_owner.get_or_null(p_material);
	ERR_FAIL_COND(!material);
	p_instance->update_dependency(&material->dependency);
	if (material->next_pass.is_valid()) {
		material_update_dependency(material->next_pass, p_instance);
	}
}
LocalVector<ShaderGLES3::TextureUniformData> get_texture_uniform_data(const Vector<ShaderCompiler::GeneratedCode::Texture> &texture_uniforms) {
	LocalVector<ShaderGLES3::TextureUniformData> texture_uniform_data;
	for (int i = 0; i < texture_uniforms.size(); i++) {
		int num_textures = texture_uniforms[i].array_size;
		if (num_textures == 0) {
			num_textures = 1;
		}
		texture_uniform_data.push_back({ texture_uniforms[i].name, num_textures });
	}
	return texture_uniform_data;
}
void CanvasShaderData::set_code(const String &p_code) {