### 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
}
update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size);
}
static void bind_uniforms_generic(const Vector<RID> &p_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, int texture_offset = 0, const RS::CanvasItemTextureFilter *filter_mapping = filter_from_uniform, const RS::CanvasItemTextureRepeat *repeat_mapping = repeat_from_uniform) {
	const RID *textures = p_textures.ptr();
	const ShaderCompiler::GeneratedCode::Texture *texture_uniforms = p_texture_uniforms.ptr();
	int texture_uniform_index = 0;
	int texture_uniform_count = 0;
	for (int ti = 0; ti < p_textures.size(); ti++) {
		ERR_FAIL_COND_MSG(texture_uniform_index >= p_texture_uniforms.size(), "texture_uniform_index out of bounds");
		GLES3::Texture *texture = TextureStorage::get_singleton()->get_texture(textures[ti]);
		const ShaderCompiler::GeneratedCode::Texture &texture_uniform = texture_uniforms[texture_uniform_index];
		if (texture) {
			glActiveTexture(GL_TEXTURE0 + texture_offset + ti);
			glBindTexture(target_from_type[texture_uniform.type], texture->tex_id);
			if (texture->render_target) {
				texture->render_target->used_in_frame = true;
			}
			texture->gl_set_filter(filter_mapping[int(texture_uniform.filter)]);
			texture->gl_set_repeat(repeat_mapping[int(texture_uniform.repeat)]);
		}
		texture_uniform_count++;
		if (texture_uniform_count >= texture_uniform.array_size) {
			texture_uniform_index++;
			texture_uniform_count = 0;
		}
	}
}
void CanvasMaterialData::bind_uniforms() {