### 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
}
_add_warning(ShaderWarning::DEVICE_LIMIT_EXCEEDED, uniform_buffer_exceeded_line, RTR("uniform buffer"), { uniform_buffer_size, max_uniform_buffer_size });
	}
#endif 
	return OK;
}
bool ShaderLanguage::has_builtin(const HashMap<StringName, ShaderLanguage::FunctionInfo> &p_functions, const StringName &p_name) {
	for (const KeyValue<StringName, ShaderLanguage::FunctionInfo> &E : p_functions) {
		if (E.value.built_ins.has(p_name)) {
			return true;
		}
	}
	return false;
}
Error ShaderLanguage::_find_last_flow_op_in_op(ControlFlowNode *p_flow, FlowOperation p_op) {
	bool found = false;
	for (int i = p_flow->blocks.size() - 1; i >= 0; i--) {
		if (p_flow->blocks[i]->type == Node::NODE_TYPE_BLOCK) {
			BlockNode *last_block = static_cast<BlockNode *>(p_flow->blocks[i]);
			if (_find_last_flow_op_in_block(last_block, p_op) == OK) {
				found = true;
				break;
			}
		}
	}
	if (found) {
		return OK;
	}
	return FAILED;
}
Error ShaderLanguage::_find_last_flow_op_in_block(BlockNode *p_block, FlowOperation p_op) {