### Godot version

4.0.3

### System information

Win7

### Issue description

![image](https://github.com/godotengine/godot/assets/28286958/abec9d3c-e078-424c-9430-d9fe8897aad6)


### Steps to reproduce

1. Create shader
2. Add uint with hex, e.g. 0xffffu

### Minimal reproduction project

N/A
ERR_FAIL_COND_V(p_func->op != OP_CALL && p_func->op != OP_CONSTRUCT, false);
	Vector<DataType> args;
	Vector<StringName> args2;
	Vector<int> args3;
	ERR_FAIL_COND_V(p_func->arguments[0]->type != Node::NODE_TYPE_VARIABLE, false);
	StringName name = static_cast<VariableNode *>(p_func->arguments[0])->name.operator String();
	for (int i = 1; i < p_func->arguments.size(); i++) {
		args.push_back(p_func->arguments[i]->get_datatype());
		args2.push_back(p_func->arguments[i]->get_datatype_name());
		args3.push_back(p_func->arguments[i]->get_array_size());
	}
	int argcount = args.size();
	if (p_function_info.stage_functions.has(name)) {
		
		const StageFunctionInfo &sf = p_function_info.stage_functions[name];
		if (argcount != sf.arguments.size()) {
			_set_error(vformat(RTR("Invalid number of arguments when calling stage function '%s', which expects %d arguments."), String(name), sf.arguments.size()));
			return false;
		}
		
		for (int i = 0; i < argcount; i++) {
			if (args[i] != sf.arguments[i].type) {
				_set_error(vformat(RTR("Invalid argument type when calling stage function '%s', type expected is '%s'."), String(name), get_datatype_name(sf.arguments[i].type)));
				return false;
			}