### 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
}
_set_tkpos(prev_pos);
				_get_completable_identifier(nullptr, COMPLETION_MAIN_FUNCTION, name);
				if (name == StringName()) {
					if (is_constant) {
						_set_error(RTR("Expected an identifier or '[' after type."));
					} else {
						_set_error(RTR("Expected a function name after type."));
					}
					return ERR_PARSE_ERROR;
				}
				if (shader->structs.has(name) || _find_identifier(nullptr, false, constants, name) || has_builtin(p_functions, name)) {
					_set_redefinition_error(String(name));
					return ERR_PARSE_ERROR;
				}
				tk = _get_token();
				if (tk.type != TK_PARENTHESIS_OPEN) {
					if (type == TYPE_VOID) {
						_set_error(RTR("Expected '(' after function identifier."));
						return ERR_PARSE_ERROR;
					}
					
					while (true) {
						ShaderNode::Constant constant;
						constant.name = name;
						constant.type = is_struct ? TYPE_STRUCT : type;
						constant.type_str = struct_name;
						constant.precision = precision;
						constant.initializer = nullptr;
						constant.array_size = array_size;
						is_const_decl = true;