### Godot version

v4.0.2.stable.official [7a0977ce2]

### System information

GNU/Linux, GLES3 & Vulkan, Intel UHD 770

### Issue description

When passing arrays of color objects to the shader, the shader program cannot get the values, even when converted to vector arrays.

And source_color hint does not convert colors correctly when passed through an array.

```
var colors := [
	Color.hex(0x0088ffff),
	Color.hex(0xff000088),
	Color.hex(0x00ff0000),
	Color.hex(0x0000ffff),
]
func _ready() -> void:
	var shader: ShaderMaterial = mesh.material
	shader.set_shader_parameter("vec4_no_hint", colors)
	shader.set_shader_parameter("vec4_hint", colors)
	shader.set_shader_parameter("vec3_no_hint", colors)
	shader.set_shader_parameter("vec3_hint", colors)
	var cvt_colors = colors.map(func (c): return Vector4(c.r, c.g, c.b, c.a))
	shader.set_shader_parameter("cvt_vec4_no_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec4_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec3_no_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec3_hint", cvt_colors)
```

Result With GLES3:
![图片](https://user-images.githubusercontent.com/20413045/232321140-3118a776-e76e-4e73-954f-c7b4f155d1ec.png)

Result With Vulkan:
![图片](https://user-images.githubusercontent.com/20413045/232321207-d52cb2e5-c644-40a8-89ee-71da8b58e408.png)


### Steps to reproduce

Open the sample project attached, open the test scene, switch to the 3D tab, you will see it.

### Minimal reproduction project

[test-color-uniform-array.tar.gz](https://github.com/godotengine/godot/files/11242561/test-color-uniform-array.tar.gz)

List<PropertyInfo> none_subgroup;
						none_subgroup.push_back(info);
						HashMap<String, List<PropertyInfo>> subgroup_map;
						subgroup_map.insert("<None>", none_subgroup);
						groups.insert(last_group, subgroup_map);
						vgroups.push_back(Pair<String, LocalVector<String>>(last_group, { "<None>" }));
					}
					if (!groups[last_group].has(last_subgroup)) {
						PropertyInfo info;
						info.usage = PROPERTY_USAGE_SUBGROUP;
						info.name = last_subgroup.capitalize();
						info.hint_string = "shader_parameter/";
						List<PropertyInfo> subgroup;
						subgroup.push_back(info);
						groups[last_group].insert(last_subgroup, subgroup);
						for (Pair<String, LocalVector<String>> &group : vgroups) {
							if (group.first == last_group) {
								group.second.push_back(last_subgroup);
								break;
							}
						}
					}
				} else {
					last_group = "<None>";
					last_subgroup = "<None>";
					is_none_group = true;
				}
				continue; 
			}
			if (is_none_group_undefined && is_none_group) {